By Christina Stiles
In liberating Nethus, characters of degrees 11-15 discover the machinations of Midgard’s God video game via changing into energetic contributors in its play.
Pawns. that's what we're. Pawns in a divine chess video game. The gods play video games of energy and deception of their heavenly geographical regions, relocating mortals at their whim. They ship us to conflict, and sometimes to our deaths. They toss us apart once we now not end up necessary. the 1st gods have been made; they have been as soon as mortals who have been remodeled through wellsprings of energy. what's made, after all, will be unmade. Even these born to divinity can definitely die and an individual able to find such wellsprings can sign up for the gods’ ranks. whereas those wellsprings may be locations of strength, they could even be the gods themselves—defeating even a lesser god releases “sparks” of divinity. One needs to simply safe those “sparks” earlier than others achieve them.
—The nymph Thetis, in the course of her imprisonment on Cystoseira within the Western Ocean
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Extra resources for Freeing Nethus
One is riding a strange, winged beast called a shadow wyrm. This battle’s location and timing are up to the GM— presumably sometime within a few days of the PCs’ return from Terminus Island—but a few things should factor into these decisions. They could be on a ship or on the Isle of Morphoi. The Nightbringers prefer to attack after dark. They also prefer to hide behind natural features and ambush unsuspecting targets. If the PCs’ location is flat and open, however, presenting this encounter as a grouped attack from the air works.
Base Statistics Without mage armor or shield, the scryers’ AC is 12. With just one active, their AC is 16. STATISTICS Str 14, Dex 14, Con 13, Int 10, Wis 10, Cha 15 Base Atk +5; CMB +7; CMD 19 Feats Combat Casting, Empower Spell, Eschew Materials, Greater Spell Focus (evocation), Maximize Spell, Spell Focus (evocation), Toughness Skills Bluff +7, Intimidate +7, Knowledge (arcana) +5, Ride +6, Spellcraft +13, Use Magic Device +11 Languages Common, Terran, Varjoan SQ earth affinity Combat Gear wand of cure moderate wounds (10 charges) Treasure: Each of the silver mirrors the sorcerers were using is worth 1,000 gp.
Only a pair of twins—the mythic manticore variants in area B2—has been deemed fit to remain in the temple. Creatures: Two Nightbringer cultists stand near the shadow wyrms. Nemea has warned the Nightbringers that the PCs might retaliate, and so they entertain no notions of conversation. The breeders attack immediately and shout for the shadow wyrms to join the fray, but they do not seek backup, believing the PCs are outgunned. Shadow Wyrms (2) hp 126 each (see page 31) CR 10 TACTICS During Combat The shadow wyrms move into position to attack the PCs with their breath weapons before using as many of their natural weapons as possible.