Notes on RotRL-AV with mythic and going to level 20 *spoiler heavy*


Rise of the Runelords


So I promised my players I would take them to 20 on this run - none of us have ever played a campaign to 20 and it's been 4 years to get here but we are now 'off the rails' so to speak - I chose book 5 and 6 as the outliers - the other books had natural level progression and books 5 and 6 just couldn't pack enough into them to make it to 20... and seriously I made the promise because as a player myself when I looked at the last level up saying 18 - I just felt like it needed a small shove to justify a 20 cap and playing the 'ultimate' level.

With all that out of the way reading some other threads about people wondering how to adjust the fights and such in an AP for mythic and or higher level I'm going to go ahead and post my adjustments here.

My party is 4 players and an NPC follower from leadership.

My group is currently level 16 MR 2 after forging runeforged weapons - they were able to ask the right divination questions to hit the correct wings and forge the runeforged weapons first - they are now clearing out the remainder of the runeforge. As a result I'm changing the runeforge remainder a bit to keep them challenged.

Group:
1 Wizard (conjurer)
1 Cavalier (halfling on dog)
1 Ranger (beast master, archery focus with bear)
1 Slayer (mobility focus with spring attack - I disallow mythic power attack and vital strike - but do allow him to vital strike on a spring attack (because I didn't realize it didn't work until he had used it for too long to change my mind honestly))
1 NPC oracle of life - that keeps the party alive generally - she is 2 levels behind the party but has been with them through all mythic ascension events and so is also MR 2

I will use this thread to post changes to fights or what I leave alone along with notes on how the combat went for future GM's to possibly use to help them plan their game, I am going to focus on fights as of the level up to 16 MR 2 - because Runeforge itself handles a party of level 15 players as written and MR 1 while sometimes makes a fight a breeze doesn't change the game enough to justify much difference IMO. When they leave runeforge they will level to 17 - in the last book I plan to take them to 20 - and expect them to hit 20 around the same time they enter the last 'dungeon' so they can play with capstones.


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Halls of Wrath:
First wing modified is the Halls of Wrath.

Archer golem - no change to encounter

Notes: party was able to overcome the golem quickly - the Wizard had a lightning version of flame sphere which hit the golem's 'slowed when hit by electricity' and persisted to the point that the fight was trivial - changes to the golems hit points or damage wouldn't have made a difference here although adding more golems to the place would have - honestly for a warm up it felt fine.

Warriors/Sinspawn encounter - no change to encounter

Notes: as wrath is considered the 'harder' wing to deal with I started them with encounters as written to get a feel for how things are moving - I have to say the disparity between the earlier dragon and these guys in the ability to hit with a weapon is huge - the entire encounter was a whiff threat wise from melee - however fireball and magic missile remain viable threats to players when used in large numbers.

The illusionists from shimmering veils (wow - several phantasmal killers in a row ends up killing people... so you know) and the enchanters from the halls of lust were much larger threats to my players in general - however magic missile when focused on previously impossible to hit (Cavalier mounts - for those who don't know - are very very hard to hit if being ridden - with at least one or more attacks being negated by ride checks) result in players leaving a comfort zone - it did turn what would otherwise be a mop up into at least a concern for the group.

Hall of Testing:

By the time we hit this encounter I had a better feel for how things were going and so I modified this encounter - here is the encounter I ran (spoiler tags to avoid statblock fatigue)

Spoiler:

Highlady Athroxis CR 18
XP 153,600
Female human (Azlanti, Pureblooded) eldritch knight 10/fighter 1/evoker 8 (Pathfinder Campaign Setting: Inner Sea Magic 17)
LE Medium humanoid (human)
Init +3; Senses Perception +20
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Defense
--------------------
AC 37, touch 25, flat-footed 26 (+10 armor, +2 deflection, +3 Dex, +8 dodge, +1 insight, +2 natural, +1 untyped bonus)
hp 215 (19 HD; 8d6+11d10+122)
Fort +19, Ref +14, Will +16
--------------------
Offense
--------------------
Speed 60 ft.
Melee +3 flaming adamantine ranseur +19/+19/+14/+9 (2d4+11/19-20/×3 plus 1d6 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 flaming adamantine ranseur)
Special Attacks intense spells (+4 damage)
Arcane School Spell-Like Abilities (CL 17th; concentration +22)
. . At will—elemental wall (8 rounds/day)
. . 8/day—force missile (1d4+4)
Evoker Spells Prepared (CL 17th; concentration +22)
. . 9th—ride the lightning[UM], quickened wall of force (2)
. . 8th—clenched fist, higher slot quickened haste, stormbolts[APG] (2, DC 25)
. . 7th—quickened displacement, mage's sword, prismatic spray (2, DC 24), project image (DC 22)
. . 6th—chain lightning (2, DC 23), still cone of cold (2, DC 22), flesh to stone (DC 21), empowered maximized magic missile
. . 5th—cone of cold (2, DC 22), feeblemind (DC 20), quickened magic missile (2), empowered vampiric touch (2)
. . 4th—greater false life[UM], still fireball (2, DC 20), empowered still magic missile (2), empowered scorching ray, shout (DC 21)
. . 3rd—displacement, fly, haste, lightning bolt (2, DC 20), empowered magic missile, greater magic weapon
. . 2nd—blindness/deafness (DC 17), false life, still magic missile (2), mirror image, scorching ray, see invisibility
. . 1st—burning hands (DC 18), expeditious retreat, magic missile (2), ray of enfeeblement (DC 16), shocking grasp, true strike (2)
. . 0 (at will)—detect magic, light, ray of frost, read magic
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 20, Int 20, Wis 10, Cha 12
Base Atk +15; CMB +16; CMD 44
Feats Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Critical Focus, Empower Spell, Greater Spell Focus (evocation), Improved Critical (ranseur), Iron Will, Maximize Spell, Power Attack, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Still Spell, Toughness
Skills Acrobatics +19 (+31 to jump), Appraise +6, Bluff +2, Climb +23, Craft (weapons) +25, Diplomacy +2, Disguise +2, Escape Artist +3, Fly +20, Heal +1, Intimidate +24, Knowledge (arcana) +28, Perception +20, Ride +3, Sense Motive +17, Spellcraft +28, Stealth +3, Survival +1, Swim +4
Languages Abyssal, Aklo, Azlanti, Draconic, Elven, Giant, Thassilonian
SQ arcane bond (+3 flaming adamantine ranseur), spell critical
Combat Gear wand of lightning bolt (CL 10th, 25 charges); Other Gear +4 mithral breastplate, +1 flaming adamantine ranseur, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +3, headband of vast intelligence +2, ring of protection +2
--------------------
Special Abilities
--------------------
Arcane Bond (+3 flaming adamantine ranseur) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Critical Focus +4 to confirm critical hits.
Elemental Wall (8 rounds/day) (Sp) Create wall of one chosen energy type, otherwise as wall of fire.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Force Missile (1d4+4, 8/day) (Sp) As a standard action, magic missile strikes a foe.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Critical (Su) Cast a spell as a swift action when you confirm a critical hit.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Still Spell You can cast a spell with no somatic components. +1 Level.
Wrath (Evocation) Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

--------------------

This enormous, bestial demon combines the worst aspects of a bear, a mantis, a wolf, and a reptilian humanoid.
--------------------
Shemhazian (Demon) CR 16
XP 76,800
Male shemhazian (Pathfinder RPG Bestiary 2 80)
CE Gargantuan outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., scent; Perception +37
--------------------
Defense
--------------------
AC 31, touch 11, flat-footed 26 (+4 Dex, +1 dodge, +20 natural, -4 size)
hp 246 (17d10+153)
Fort +20, Ref +12, Will +19
DR 10/cold iron, 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 27
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., fly 60 ft. (good)
Melee bite +26 (2d6+12), 2 claws +26 (2d6+12), 2 pincers +24 (1d12+6), tail slap +24 (2d6+6)
Space 20 ft.; Reach 20 ft.
Special Attacks paralyzing gaze, rend (2 claws, 2d6+18), strength drain
Spell-Like Abilities (CL 15th; concentration +18)
. . Constant—detect good, fly, true seeing
. . At will—greater teleport (self plus 50 lbs.), invisibility, telekinesis (DC 18)
. . 3/day—clairaudience/clairvoyance, mass inflict serious wounds (DC 20), prying eyes
. . 1/day—blasphemy (DC 19), summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%)
--------------------
Statistics
--------------------
Str 35, Dex 19, Con 29, Int 10, Wis 26, Cha 16
Base Atk +17; CMB +34 (+36 bull rush); CMD 48 (50 vs. bull rush)
Feats Awesome Blow, Combat Reflexes, Dodge, Improved Bull Rush, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike
Skills Acrobatics +5 (+9 to jump), Appraise +1, Bluff +24, Climb +21, Diplomacy +4, Disguise +4, Escape Artist +5, Fly +10, Heal +29, Intimidate +24, Knowledge (religion) +21, Perception +37, Ride +5, Sense Motive +29, Stealth -7, Survival +9, Swim +13; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (the abyss)
Organization solitary
Treasure standard
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Climb (20 feet) You have a Climb speed.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (60 feet, Good) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Paralyzing Gaze (DC 21) (Su) Paralysis for 1 round, 30 feet, Fortitude DC 21 negates. Evil creatures are immune to this effect. The save DC is Charisma-based.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (27) You have Spell Resistance.
Strength Drain (DC 27) (Su) A shemhazian demon deals 2d4 points of Strength drain with each successful bite. A DC 27 Fortitude save reduces this amount to 1d4 points of Strength damage. The save DC is Constitution-based.
Summon (level 5, 1 shemhazian 30% or 1d4 vrocks 60%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.

--------------------

A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.
--------------------
Vrock (Demon) #1 CR 10
XP 9,600
Male advanced vrock (Pathfinder RPG Bestiary 69, 288)
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +26
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 22 (+4 Dex, +13 natural, -1 size)
hp 130 (9d10+81)
Fort +16, Ref +13, Will +9
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20
--------------------
Offense
--------------------
Speed 30 ft., fly 50 ft. (average)
Melee bite +16 (1d8+7), 2 claws +16 (2d6+7), 2 talons +16 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks dance of ruin, spores, stunning screech
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 20)
. . 1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
--------------------
Statistics
--------------------
Str 25, Dex 19, Con 29, Int 18, Wis 20, Cha 20
Base Atk +9; CMB +18; CMD 31
Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +5, Appraise +5, Bluff +6, Climb +8, Diplomacy +6, Disguise +6, Escape Artist +5, Fly +15, Heal +6, Intimidate +18, Knowledge (planes) +17, Perception +26, Ride +5, Sense Motive +18, Spellcraft +17, Stealth +13, Survival +18, Swim +8; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary, pair, or gang (3-10)
Treasure standard
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Dance of Ruin (DC 19) (Su) Dance performed for 3 rnds releases 5d6 electricity damage to all within 100 ft. (Ref half). Additional dancers increase damage and DC.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (50 feet, Average) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Spell Resistance (20) You have Spell Resistance.
Spores (1/3 rounds) (Ex) Adjacent foes take 1d8 + 1d4/round damage for 10 rounds.
Stunning Screech (1/hour, DC 23) (Su) Screech stuns all except demons within 30 ft. for 1 rnd. (Fort neg.)
Summon (level 3, 1 vrock 35%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

--------------------

A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.
--------------------
Vrock (Demon) #2 CR 10
XP 9,600
Male advanced vrock (Pathfinder RPG Bestiary 69, 288)
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +26
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 22 (+4 Dex, +13 natural, -1 size)
hp 130 (9d10+81)
Fort +16, Ref +13, Will +9
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20
--------------------
Offense
--------------------
Speed 30 ft., fly 50 ft. (average)
Melee bite +16 (1d8+7), 2 claws +16 (2d6+7), 2 talons +16 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks dance of ruin, spores, stunning screech
Spell-Like Abilities (CL 12th; concentration +17)
. . At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 20)
. . 1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
--------------------
Statistics
--------------------
Str 25, Dex 19, Con 29, Int 18, Wis 20, Cha 20
Base Atk +9; CMB +18; CMD 31
Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +5, Appraise +5, Bluff +6, Climb +8, Diplomacy +6, Disguise +6, Escape Artist +5, Fly +15, Heal +6, Intimidate +18, Knowledge (planes) +17, Perception +26, Ride +5, Sense Motive +18, Spellcraft +17, Stealth +13, Survival +18, Swim +8; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
--------------------
Ecology
--------------------
Environment any (abyss)
Organization solitary, pair, or gang (3-10)
Treasure standard
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Dance of Ruin (DC 19) (Su) Dance performed for 3 rnds releases 5d6 electricity damage to all within 100 ft. (Ref half). Additional dancers increase damage and DC.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (50 feet, Average) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Spell Resistance (20) You have Spell Resistance.
Spores (1/3 rounds) (Ex) Adjacent foes take 1d8 + 1d4/round damage for 10 rounds.
Stunning Screech (1/hour, DC 23) (Su) Screech stuns all except demons within 30 ft. for 1 rnd. (Fort neg.)
Summon (level 3, 1 vrock 35%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

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Notes: I did tell they party they felt a large sense of menace from behind the smoke wall (a bit of heads up). The party dispelled the smoke wall illusion - I wasn't expecting that - however I ran with what I already was planning - the Shemhazian demon was invisible in the summoning circle and had just called the 2 vrocks using it's summoning ability - the Highlady had a few buffs pre-cast and used the quicked spells each round to finish buffing herself as the fight started.

A silence spell almost ended the fight early - however the hasted highlord could move out of the effect in a single action - that's when she used the ride the lightning spell - because during it's duration she could move quickly by turning into lightnig without needing to cast - although by that time I was just buying time trying to see if I could take someone out before she finally went down. The fight took about 2 hours to run in game and went well - although no one died I did have some very low hp numbers - mostly from the beast of a demon honestly - evasion and saves made the actual spellwork a bit of a letdown. Two large summons (earth and air elementals) worked well - the Earth elemental was key to helping kill the demon without actual casualties - the Air elemental ended up eating a quickened wall of force to tie it up.

I did feel - at the end of the fight - that the encounter was about right for a good fight. According to the mythic rules my party should count as APL 17 atm - this was a CR 20 fight and honestly I'd agree it worked as intended - I move forward knowing that a single CR 21 (or even higher) monster will frankly be a joke so any challenge has to be from numbers of enemies to keep my players from being able to focus on 'a thing' - and allowing more stuff to happen.

After this they went to the fleshwarping lab - I ran the encounter as is - I just wanted a bit of an easy fight for them to clean things up - this fight was fun due to the teleport circles being in the way of a charge - thus ensuring at least one person was a bit delayed in responding to the fight :) - 9 casters - again couldn't hit with melee (although a couple of crits! so yeah just a bit of damage) although again the magic missiles were the star of the casting - true seeing with the Slayer made short work of them though as the displacement and mirror images no longer helped keep them going.

They move onto the Ravenous Crypts next session - I'll post those changes and results as they move through them - at this point I'll note that as of entering wrath they have yet to even ask for a rest - I'm curious how long that continues as I'm making larger changes to the crypts...


Are you taking AP to level 20 with killing the BBEG hitting 20? Or adding more content after level 18?


I am going to have them hit 20 as they enter The Pinnacle of Avarice. I wanted them to have a few encounters where they could enjoy the capstone abilities and such before I put them into a no-holds barred fight at the end.

This will also give me the opportunity to make sure I know how to adjust things so that the final fight isn't a roll over unless they do something to deserve it (by that I mean be clever or resourceful - I don't want them to roll over the end fight by simple virtue of being high level).


Good luck.

I found running through Xin Shalast easily accommodated a lot more encounters. If you're adding more as well as upping the CR of the existing, I'd recommend setting up various ambushes along the way through the city.


Ckorik wrote:
I am going to have them hit 20 as they enter The Pinnacle of Avarice.

Hello, mr Ckorik.

I've got a few suggestions for you about how to make this the rise to level 20 possible for your characters. Apart of not allowing them to rise further in mythic ranks (which make the game to much unpredictable and complex), i would suggest the following:

1) Have the Runeforge be proactive against the players. While the inhabitants of the runeforge cannot leave the place without losing their bodies, the PC may work as a way out for a few of them by possessing their bodies through high necromancy. This can be achieved by an uneasy alliance between the lich lord Avazen and the remaining lords. Azaven should be made a level 16 dread lich necromancer, and possibly buffed further with templates. There are different stats for him in another post. I would also propose to use one of the blights form bestiary six as the boss of the conjuration halls, by applying the wizard simple template if needed.

2) Have Karzoug be proactive against the pcs, by sending against them summoned creatures. A simple solution would be a pair of Vrolikai demons with their summons, all of which should be buffed up by at least 40 k of equipment.

3) If you wish to have the Pc follow the dwarf's path, it's better to put at least 1 wendigo for each Pcs. Also, i believe you should get crazy about the potential side effects of using magic at such heights.

4) When your pcs arrive to Xin Shalast, have it be more alive and with more factions fighting for control. This scenario should be presented as the main reason Karzoug had the need of Mokmurian in the first place: he didn't have a solid foothold in it's own city, and is currently fighting to gain more control or support from the other city powers while secretly working to a play to booster it's forces.
While your pcs may be each a 1 man army, even they cannot face more than 2-3 fights against the dozens of advanced storm giants bolstered by their rune giants overlord and the (many) summons that Karzoug should have readied. Moreover, this could give emphasize the role of Ceoptra as being the one that resurrects any dead servant.
The section of Xin Shalast should therefore become the last opportunity to use diplomacy to rally forces against the Runelord by making uneasy alliances with the factions in the city.

FACTIONS OF SHALAST
a) The devils of greed - a cabal of devils which takes residence in the arena, led either by a pit fiend or by an unique servant of Mammon, whose goals are to spread the riches of Xin Shalast in order to corrupt entire nations without the interference of a Runelord. Their help can be literally be bought by either money of offering some worthy sinful souls.

b) The "rune breakers": i'm thinking about a faction of giants led by some kind of heroic hero giant which tries to live outside the control of the rune giants, and that acts as scavangers and trouble makers throught the city. Unfortunately for them, said giant hero is in truth a powerful oni which is able to control them without them realizing, and that wishes to supplant Karzoug's control over the rune giants. he's endgame is either divine ascention to the state of oni daimyo or something as epic. He's the first to assist the Pc, but want's them to mark any giant they kill with his symbol so that they may not rise again, while in truth said markings serve a more sinister purpose.

c) the mutated human survivors. I see them as the silent majority of Shalast population, forced however to live underdark by the giants violence. However, instead of being enslaved by some vampire thingy, i think they may have as a guide the ghost of that same lissalian priestess which saved them in the first place, and have them as a sort of "safe haven" for the pcs. Surely, they may need some dirty work done before they can assist in any form, possibly through the cleaning of particular areas like the lissalian temple.

d) the scarlet walkers/ the spiders of leng: instead of having them as random monsters, i would suggest to implement an hive of them present in the city as a faction active to reclaim "what was taken". Since, as i recally, the runewells where reverse engineered by the scarlet spiders blood magic, maybe they wish to seize control of the many wells of Shalast for some nebulous purpose and are willing to help the pcs if this means control over Karzoug's main runewell, if they "gift them" with a runewell which is not on their control already

e) The dragons. While Karzoug may already have a few dragons under his control, the inability of using direct enchantment spells may have forced the runelord to use geas and similar instruments to force the cooperation of a few of those. If your pcs are able to use divinations, they might discover a particular mighty dragon of your choosing has being subdued and forced to serve Karzoug. If they are able to defeat said creature and break the geas imposed on by karzoug's minions, the creature might be grateful and useful into freeing others of his kind of simply remove attention from the pcs.

f) The lamias. While all the lamias seem to serve faithfully Karzoug and Ceoptra, i don't see why there not could be some kind of animosity inside their ranks to lesser the support against the Harridans of Karzoug's pagoda.

Basically, the general idea is that, for each group the PCs get support, less enemies are directly on their way in the run against Karzoug.
Cause, if you think about it, there is no reason why any force in the pinnacle of avarice should not converge against the pcs as soon as they reach the basement: Karzoug should costantly know where they are, and costantly send waves of minions and summons against them, while keeping is mayors servants for a decisive strike. By having allies to absorb these blows, you make this rush towards the final boss more interesting.

I've plenty of more ideas, and shall express them if you so desire.


Ravenous Crypts:

First encounter - 6 Advanced Fighter Thassilonian Mummies
Encounter CR 16

Spoiler:

Thassilonian Mummy CR 11
XP 12,800
Advanced mummy fighter 3 (Pathfinder RPG Bestiary 210, 288)
LE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +23
Aura despair (30 ft., paralyzed for 1d4 rds, Will DC 21 neg.)
--------------------
Defense
--------------------
AC 27, touch 15, flat-footed 22 (+4 Dex, +1 dodge, +12 natural)
hp 155 (13 HD; 10d8+3d10+94)
Fort +14, Ref +12, Will +16 (+1 vs. fear); +3 profane bonus vs. channeled positive energy
DR 5/—; Immune undead traits
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 20 ft.
Melee slam +24 (1d8+17 plus mummy rot)
--------------------
Tactics
--------------------
During Combat These mummies focus their wrath on any envious or lustful characters in the group. They do not attack gluttonous characters unless such characters attack them first.
Morale The mummies fight until destroyed, pursuing foes throughout the crypts but not back into the Runeforge hub.
--------------------
Statistics
--------------------
Str 33, Dex 18, Con —, Int 14, Wis 23, Cha 23
Base Atk +10; CMB +23 (+25 trip); CMD 36 (38 vs. trip)
Feats Combat Expertise, Dodge, Improved Initiative, Improved Trip, Lightning Reflexes, Power Attack, Step Up, Vital Strike, Weapon Focus (slam)
Skills Acrobatics +18 (+14 to jump), Appraise +3, Bluff +7, Climb +22, Diplomacy +7, Disguise +7, Escape Artist +5, Fly +5, Heal +7, Intimidate +23, Perception +23, Ride +5, Sense Motive +23, Stealth +21, Survival +7, Swim +12
Languages Thassilonian
SQ armor training 1, mummy rot
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Despair (30 ft., DC 21) (Su) Aura inflicts paralyzing fear for 1d4 rds (Will neg)
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Trip You don't provoke attacks of opportunity when tripping.
Mummy Rot (DC 21) (Su) Slam—injury; save Fort DC 21; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure special. The save DC is Charisma-based.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
--------------------
The six Thassilonian mummies that stand eternal guard in this room are desiccated and dried monsters clad in strips of ragged linen and silk. Their undead flesh is black and shiny, and shiny black beetles clatter over (and in places through holes in) their frames—these beetles are a physical manifestation of these mummies’ more potent despair auras, constantly dropping off and turning to dust and being reborn in the desiccated flesh, but are themselves harmless. The mummies rise up to attack most intruders on sight, but allow those who are gluttonous free passage.

One of these mummies bears a permanent telepathic bond with Azaven and immediately notifies the lich if intruders enter the room, going as far as to provide the lich up-to-the-second reports on the PCs’ tactics and apparent weaknesses. In this manner, the lich should have plenty of time to prepare for the PCs’ arrival.

This fight was interesting - the party was hit with despair and fully half the party was paralysed with fear - including the cavaliers dog. First round the wizard put up a wall of force that split two of the creatures from the others so the party could recover. Mummies were hitting decently and managed to infect the dog and the bear companions. Notable the Slayer tried to toss an entire necklace of fireballs over the wall of force to blast the Mummies - he could only miss on a 1... and yeah - rolled a 1. Needless to say that was a incredible moment at the table.

Encounter #2 -
Was golem - now Golem and friends - CR 15

Spoiler:

Armored Clay Golem CR 11
XP 12,800
Clay golem (Pathfinder RPG Bestiary 159)
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 24, touch 8, flat-footed 24 (-1 Dex, +16 natural, -1 size)
hp 101 (13d10+30)
Fort +4, Ref +3, Will +4
DR 10/adamantine, 10/bludgeoning; Immune construct traits, immunity to magic
--------------------
Offense
--------------------
Speed 20 ft.
Melee 2 slams +19 (2d10+7)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, cursed wound, haste
--------------------
Tactics
--------------------
During Combat The golem does not attack gluttonous characters, even in self defense, but attacks all others on sight.
Morale The golem fights until destroyed but does not pursue foes from this chamber.
--------------------
Statistics
--------------------
Str 24, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +13; CMB +21; CMD 30
Skills Acrobatics -1 (-5 to jump)
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Berserk (Ex) When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature
Construct Traits (+30 HP) Constructs have many immunities.
Cursed Wound (Ex) The damage a clay golem deals doesn't heal naturally and resists magical healing. A character attempting to use magical healing on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the healing has no effect on the inju
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Damage Reduction (10/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Haste (Su) After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Magic (Ex) A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

• A move earth spell drives the golem back 120 feet an
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
--------------------
The Inibs did not want to send their greatest patriarch into the Ravenous Crypts unprotected and paid to have a clay golem, crafted by a sect of allied clerics of the rune goddess Lissala, installed as the crypt’s guardian. Unfortunately for Anklerios’s body, the golem was programmed to protect only against intruders to the crypts themselves, and thus did nothing when Azaven himself came to take the body away for his work. The golem remains, eternally guarding an empty sarcophagus.

The golem itself resembles a woman with the lower torso of a serpent and a Sihedron rune for a head, identifiable with a successful DC 30 Knowledge (religion) check as the image of Lissala, goddess of runes. Indeed, countless runes (prayers to the goddess) are etched on its red clay body. The golem is also plated in iron—it’s effectively wearing full plate armor, and its CR is 1 higher than normal as a result.

--------------------

Once fine robes hang in tatters from this withered corpse's frame. A pale blue light shines from where its eyes should be.
--------------------
Lich CR 12
XP 19,200
Male human lich necromancer 11 (Pathfinder RPG Bestiary 188)
NE Medium undead (augmented humanoid, human)
Init +2; Senses darkvision 60 ft., life sight (10 feet, 11 rounds/day); Perception +24
Aura fear (60 ft., DC 18)
--------------------
Defense
--------------------
AC 23, touch 18, flat-footed 21 (+2 deflection, +2 Dex, +5 natural, +4 untyped bonus)
hp 111 (11d6+55)
Fort +6, Ref +7, Will +11
Defensive Abilities channel resistance +4, rejuvenation; DR 15/bludgeoning, 15/magic; Immune cold, electricity, polymorph, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee touch +5 (1d8+5 negative energy plus paralyzing touch)
Special Attacks paralyzing touch (DC 18)
Arcane School Spell-Like Abilities (CL 11th; concentration +17)
. . 9/day—grave touch (5 rounds)
Necromancer Spells Prepared (CL 11th; concentration +17)
. . 6th—circle of death (DC 22), maximized fireball (DC 19), globe of invulnerability
. . 5th—cloudkill (DC 21), cone of cold (DC 21), quickened magic missile, waves of fatigue
. . 4th—dimension door, enervation, fire shield, wall of ice (DC 20), wall of ice (DC 20)
. . 3rd—dispel magic, dispel magic, fireball (DC 19), suggestion (DC 19), vampiric touch, vampiric touch
. . 2nd—darkness, false life, extended mage armor, scorching ray, scorching ray, see invisibility, spectral hand
. . 1st—magic missile, magic missile, magic missile, ray of enfeeblement (DC 17), ray of enfeeblement (DC 17), shield, shield
. . 0 (at will)—bleed (DC 16), detect magic, ray of frost, read magic
. . Opposition Schools Illusion, Transmutation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con —, Int 22, Wis 14, Cha 16
Base Atk +5; CMB +5; CMD 29
Feats Command Undead, Craft Wondrous Item, Defensive Combat Training, Extend Spell, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Maximize Spell, Quicken Spell, Scribe Scroll, Toughness
Skills Craft (alchemy) +20, Intimidate +17, Knowledge (arcana) +20, Knowledge (planes) +20, Linguistics +20, Perception +24, Sense Motive +24, Spellcraft +20, Stealth +24; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Orc, Terran, Undercommon
SQ arcane bond (ring of protection +2), power over undead
Combat Gear potion of invisibility, scroll of dominate person (CL 10th), scroll of teleport; Other Gear boots of levitation, headband of vast intelligence +2, ring of protection +2
--------------------
Ecology
--------------------
Environment any
Organization solitary
Treasure npc gear (boots of levitation, headband of vast intelligence +2 [perception], ring of protection +2, potion of invisibility, scroll of dominate person, scroll of teleport)
--------------------
Special Abilities
--------------------
Arcane Bond (Ring of protection +2) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Command Undead (DC 18) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fear Aura (DC 18) Foes in 60 ft are frightened (below 5 HD) or shaken for 11 rds (Will neg).
Grave Touch (5 rounds, 9/day) (Sp) As a standard action, touch shakes living foe 5 rds (frighten 1 rd if already shaken).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Lightning Reflexes (1/day) Can re-roll a Ref save, but must take the second result.
Life Sight (10 feet, 11 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Paralyzing Touch (1d8+5 negative energy dam, DC 18) Touched foe takes dam & permanent paralysis (Fort part). Seems dead unless examined.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rejuvenation (Su) Liches can return after a few days.
Touch (DC 18) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Undead Traits Undead have many immunities.

--------------------

This gargoyle-like creature has long spiky legs and a bat-like head - its body seems to be made of living, dark purple crystal.
--------------------
Sceaduinar CR 8
XP 4,800
Male advanced sceaduinar (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 239)
NE Medium outsider (extraplanar)
Init +7; Senses darkvision 120 ft., lifesense, low-light vision; Perception +19
--------------------
Defense
--------------------
AC 24, touch 18, flat-footed 16 (+7 Dex, +1 dodge, +6 natural)
hp 103 (9d10+54)
Fort +12, Ref +13, Will +7
Defensive Abilities entropic flesh, negative energy affinity, void child; DR 10/adamantine or good; Immune cold, death effects, disease, energy drain, poison; Resist acid 10, electricity 10, sonic 10; SR 18
--------------------
Offense
--------------------
Speed 40 ft., fly 90 ft. (good)
Melee bite +16 (1d6+5), 2 wings +11 (1d6+2)
Special Attacks energy drain (1 level, DC 19), entropic touch
Spell-Like Abilities (CL 9th; concentration +14)
. . Constant—entropic shield, hide from undead (DC 16)
. . At will—bleed (DC 15), dimension door (self only), dispel magic
. . 3/day—death knell (DC 17), deeper darkness, enervation, inflict serious wounds (DC 18), silence (DC 17)
. . 1/day—antilife shell, greater teleport (self plus 50 lbs. of objects only), harm (DC 21), slay living (DC 20)
--------------------
Statistics
--------------------
Str 21, Dex 24, Con 22, Int 17, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 32
Feats Dodge, Mobility, Skill Focus (Perception), Step Up, Weapon Finesse
Skills Acrobatics +7 (+11 to jump), Escape Artist +19, Fly +11, Intimidate +17, Knowledge (nature) +15, Knowledge (planes) +19, Perception +19, Sense Motive +16, Stealth +27; Racial Modifiers +4 Knowledge (planes), +8 Stealth
Languages Aklo, Common
--------------------
Ecology
--------------------
Environment any (negative energy plane)
Organization solitary or death squad (2-11)
Treasure standard
--------------------
Special Abilities
--------------------
Damage Reduction (10/adamantine or good) You have Damage Reduction against all except Adamantine or Good attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Drain (1 level, DC 19) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Entropic Flesh (Ex) Any creature that hits a sceaduinar with a melee attack takes 1d6 points of negative energy damage. Attacking with a weapon that provides reach allows a creature to avoid taking this damage.
Entropic Touch (Ex) Natural attacks are ghost touch and deal +1d6 neg. energy (does not heal those healed by neg. energy)
Fly (90 feet, Good) You can fly!
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Poison You are immune to poison.
Lifesense (60 ft.) (Ex) Sense living things and creatures without seeing them.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Spell Resistance (18) You have Spell Resistance.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Void Child (Ex) Immune to effects that target souls or require knoeldge of creature's identity.

--------------------

This gargoyle-like creature has long spiky legs and a bat-like head - its body seems to be made of living, dark purple crystal.
--------------------
Sceaduinar #2 CR 8
XP 4,800
Male advanced sceaduinar (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 239)
NE Medium outsider (extraplanar)
Init +7; Senses darkvision 120 ft., lifesense, low-light vision; Perception +19
--------------------
Defense
--------------------
AC 24, touch 18, flat-footed 16 (+7 Dex, +1 dodge, +6 natural)
hp 103 (9d10+54)
Fort +12, Ref +13, Will +7
Defensive Abilities entropic flesh, negative energy affinity, void child; DR 10/adamantine or good; Immune cold, death effects, disease, energy drain, poison; Resist acid 10, electricity 10, sonic 10; SR 18
--------------------
Offense
--------------------
Speed 40 ft., fly 90 ft. (good)
Melee bite +16 (1d6+5), 2 wings +11 (1d6+2)
Special Attacks energy drain (1 level, DC 19), entropic touch
Spell-Like Abilities (CL 9th; concentration +14)
. . Constant—entropic shield, hide from undead (DC 16)
. . At will—bleed (DC 15), dimension door (self only), dispel magic
. . 3/day—death knell (DC 17), deeper darkness, enervation, inflict serious wounds (DC 18), silence (DC 17)
. . 1/day—antilife shell, greater teleport (self plus 50 lbs. of objects only), harm (DC 21), slay living (DC 20)
--------------------
Statistics
--------------------
Str 21, Dex 24, Con 22, Int 17, Wis 18, Cha 21
Base Atk +9; CMB +14; CMD 32
Feats Dodge, Mobility, Skill Focus (Perception), Step Up, Weapon Finesse
Skills Acrobatics +7 (+11 to jump), Escape Artist +19, Fly +11, Intimidate +17, Knowledge (nature) +15, Knowledge (planes) +19, Perception +19, Sense Motive +16, Stealth +27; Racial Modifiers +4 Knowledge (planes), +8 Stealth
Languages Aklo, Common
--------------------
Ecology
--------------------
Environment any (negative energy plane)
Organization solitary or death squad (2-11)
Treasure standard
--------------------
Special Abilities
--------------------
Damage Reduction (10/adamantine or good) You have Damage Reduction against all except Adamantine or Good attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Drain (1 level, DC 19) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Entropic Flesh (Ex) Any creature that hits a sceaduinar with a melee attack takes 1d6 points of negative energy damage. Attacking with a weapon that provides reach allows a creature to avoid taking this damage.
Entropic Touch (Ex) Natural attacks are ghost touch and deal +1d6 neg. energy (does not heal those healed by neg. energy)
Fly (90 feet, Good) You can fly!
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Poison You are immune to poison.
Lifesense (60 ft.) (Ex) Sense living things and creatures without seeing them.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Spell Resistance (18) You have Spell Resistance.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Void Child (Ex) Immune to effects that target souls or require knoeldge of creature's identity.

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The fight opened with a harm by a Sceaduinar - a mythic 'surge' to save and the slayer only took 45 damage. - the little bugger survied due to the DR for a round, the golem was killed before it could act by a critical on a charge from the cavalier. Second Sceaduinar cast deeper darkness on the hallway - which was countered by a mythic cast daylight from the wizard. The first Sceaduinar tried to dispell the daylight but failed. The lich wall of ice'd the hallway - which was promptly dispelled in the same round by the oracle.

The second Sceaduinar tried to enervate the slayer and failed - the fight mopped up shortly after as the party annihilated everything, several abilities were used up though.

Third encounter:
Xyoddin - CR 17

Spoiler:
Xyoddin Xerriock CR 17
XP 102,400
Ravenous dread zombie human aristocrat 4/unchained rogue 10 (Pathfinder Unchained 20)
CE Medium undead (humanoid, human)
Init +11; Senses darkvision 120 ft., low-light vision; Perception +24 (+26 vs. humanoid, +28 vs. )
Aura unnatural aura (30 ft.)
--------------------
Defense
--------------------
AC 26, touch 15, flat-footed 21 (+7 armor, +4 Dex, +1 dodge, +4 natural)
hp 245 (16d8+170); cannibalistic healing 10
Fort +15, Ref +21, Will +9; +3 profane bonus vs. channeled positive energy
Defensive Abilities channel resistance +2, danger sense +3, evasion, improved uncanny dodge; DR 5/—; Immune undead traits
Weaknesses ravenous body
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 humans-bane dagger +22/+17/+12 (1d4+9/19-20 plus 2d6 vs. humans) or
. . mwk dagger +22/+17/+12 (1d4+8/19-20) or
. . unarmed strike +20/+15/+10 (1d3+5)
Special Attacks brain consumption (DC 22), command zombies, favored prey, hungry frenzy, hungry special attacks, sneak attack (unchained) +5d6
--------------------
Tactics
--------------------
Before Combat Xyoddin tears free a portion of the torso’s liver and eats it before combat begins if he has a chance, gaining the benefits of fast healing 10 for the fight to come.
During Combat If faced with enemies that include humans in their ranks, Xyoddin’s terrible hunger pulls him to them, causing him to ignore all non-human targets. He’s able to hold back his ravenous urgings enough to resist taking the time to feast on a slain human if other enemies remain to defeat, but only barely.
Morale Xyoddin fights until destroyed.
--------------------
Statistics
--------------------
Str 18, Dex 25, Con —, Int 13, Wis 8, Cha 26
Base Atk +11; CMB +17 (+19 grapple); CMD 33 (35 vs. grapple)
Feats Blind-fight, Combat Expertise, Combat Reflexes, Dazzling Display, Dodge, Greater Feint, Improved Feint, Improved Grapple[B], Improved Initiative, Improved Unarmed Strike[B], Mobility, Shatter Defenses, Toughness[B], Violent Display, Weapon Finesse, Weapon Focus (dagger)
[b]Skills
Acrobatics +29, Appraise +2, Bluff +28 (+30 vs. humanoid, +32 vs. ), Climb +12, Diplomacy +25, Disguise +9, Escape Artist +27, Fly +7, Heal +0, Intimidate +32, Knowledge (nobility) +18, Perception +24 (+26 vs. humanoid, +28 vs. ), Perform (string instruments) +18, Ride +7, Sense Motive +16 (+18 vs. humanoid, +20 vs. ), Stealth +30, Survival +8 (+10 vs. humanoid, +12 vs. ), Swim +4; Racial Modifiers +2 Bluff vs. humanoid, +4 Bluff vs. , +2 Perception vs. humanoid, +4 Perception vs. , +2 Sense Motive vs. humanoid, +4 Sense Motive vs. , +2 Survival vs. humanoid, +4 Survival vs.
Languages Giant, Thassilonian
SQ ageless, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bleeding attack +5, combat trick, fast stealth, mien of despair, weapon training), sprint, trapfinding +5
Other Gear +3 chain shirt, +1 humans-bane dagger, mwk dagger, amulet of natural armor +2, cloak of resistance +1, 296 gp
--------------------
Special Abilities
--------------------
Ageless (Ex) A ravenous creature does not age as long as it is not starving.
Bleeding Attack +5 (Ex) Sneak attacks also deal 5 bleed damage/round.
Blind-Fight Re-roll misses because of concealment, other benefits.
Brain Consumption (DC 22) (Ex) Instantly kill pinned or helpless foe by eating its brain.
Cannibalistic Healing 10 (Ex) Gain fast healing 10 if have fed on flesh of own kind within 24 hours.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Command Zombies (Su) Command normal zombies within 30 ft.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Darkvision (120 feet) You can see in the dark (black and white only).
Dazzling Display (Dagger) Intimidate check to demoralize can affect those within 30' who see you.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Favored Prey (Ex) +2 to damage, Bluff, Perception, Sense Motive, and Survival vs. same type. Same kind increases bonus to +4.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Hungry Frenzy (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC vs. own kind. Doubles when starving.
Hungry Special Attacks (Ex) Creatures of same kins take -2 on saves vs. spells and special attacks.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >= 14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mien of Despair (Su) When demoralize or feint foe, can't benefit from morale bonuses for 1d4+1 rds.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Ravenous Body (Ex) Must eat flesh of own kind or starve.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sprint (1/hour) (Ex) Once per hour, a ravenous creature can move at ten times its normal speed when it makes a charge
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Undead Traits Undead have many immunities.
Unnatural Aura (30 ft.) (Su) Animals do not willingly approach the creature unless the animal's master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check.
Violent Display Use Dazzling Display as immediate action after critical hit or sneak attack.
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This room is inhabited by an undead monster fashioned from a man named Xyoddin—once the Xerriock family’s most esteemed patriarch. His appetites were matched by few, making him one of his nation’s most reprehensible members, for the Xerriocks were cannibals.

Azaven’s success with Xyoddin resulted in a ravenous undead monster who could not only serve the lich as a laboratory assistant but who retained enough charm to engage the lich in conversation—what Xyoddin lacks in wits and intellect, he more than makes up for with the gift of telling Azaven what he wants to hear. In many ways, the ravenous dread zombie is the perfect necromantic sycophant.

Currently, Xyoddin is in the process of meticulously dissecting one of the wizards harvested from the Abjurant Halls. In life, this wizard had treated his own f lesh with strange magic that rendered him difficult to animate into undeath. Azaven has tasked Xyoddin with the gruesome duty of cataloging every tiny bit of the man’s body, business the ravenous zombie has been at for nearly a decade now. Every year, Azaven rewards Xyoddin’s work by allowing him to eat a portion of the dissected body.

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Xyoddin came out to 'talk' to the players as they made their way out of the lich room - he was speaking for his 'master' and holding something in his offhand covered by a cloth. When talking broke down he uncovered the Symbol of Death - which resulting in a mythic surge to save by the slayer - and a dead mount for the Cavalier. He then ran back into the slaughter room.

This fight was decent with his aura taking the bear (and later the dog) out of the fight - the slayer (who has mythic movement so is almost always first into a fight) moved in and 2nd round Xyoddin was able to move forward and attack - it was 3rd round when he was able to do a move action feint and thus activate his 'Mien of Despair' - this caused the entire party to gain the shaken condition - in the meantime the wizard used a limited wish to reverse the dogs death (not by the rules here but I allowed it) - the dog moved up but then ran away due to the 'unnatural aura'.

The fight ended a bit after that - and we wrapped the session.

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