I spent a good deal of yesterday considering my in-person game and the mythic advancement that it has taken on. I knew that the task I had set them was a tough one and while I was at work I considered it for some time and then decided that it may not have been a tough task, it may well have been a suicidal one. In regards to this revelation I decided that it was time to re-tweak the design of this particular game to allow for the players to have some room to survive it. It was also planned to be a longer game than normal as last night saw the midnight launch of the PS4 in Australia and I went and got myself one after the game ran a little longer than normal.
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My original notes for the adventure |
I tend to write a lot of my adventures these days as flow charts. This allows me to visualise the possibilities that I think may happen and also provide a not so linear path for the players to the end zone. Of course the players may still come up with situations I have not allowed for but they can then be added to the flow chart and implemented with a minimum of fuss. In the current position of the game the players are tasked by a mythic ancient green dragon to bring back the head of the Fomorian Queen (Bestiary 4) of a hive that have been excavating below his lair and causing him troubled sleep. With that done he will impart information about a Devil that the players are tracking down that the dragon had worked with in the past.
I realised that if the players were to find a way into the Fomorian tunnels that even though they are ranging between 17th and 18th level that they would face no other result other than a TPK. I had done some statting of some of the Fomorian’s and applied a few classes to them to bring them up to a challenge. Even without that though this was a big hive and the players were set for trouble. I realized at this juncture that the adventure that I had planned needed to have at least one more point of entry for them that would have them bypass a great deal of the fomorian host that would more than likely rip them to shreds in the meantime.
I decided then that I wanted to create a channel that allowed the players a direct route to the Queen chamber and to do this I decided that there would be an enemy who was stealing eggs from the Queens chamber. The reason for the theft was left a little up in the air though I know I needed a burrowing creature that could make its way to the chamber, steal eggs and get away. In this respect I went to my ipad and looked up burrow under the monsters list and came up with a range of alternates.
Problem was that I wanted to make this a plausible plot hook and not have it look like I just tacked it on to make it easier for the players to reach the Queen. I also needed it to be a challenge. I did not want to take away the TPK and replace it with a walk in the park. I wanted something that sat at around the CR18 level for Pathfinder and with my burrows I found the perfect alternate that would:
- Provide a CR 18 encounter;
- Allow the players to utilize their mythic powers;
- Offer them a real challenge; and
- Give a good plot reason for the theft of the eggs.
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Keep on top of things and take a lot of notes while you play |
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Once the game is over, revisit and re-tweak what you have planned for games in the future |