Freeing Nethus by Christina Stiles

By Christina Stiles

In liberating Nethus, characters of degrees 11-15 discover the machinations of Midgard’s God video game through turning into energetic individuals in its play.

Pawns. that's what we're. Pawns in a divine chess online game. The gods play video games of strength and deception of their heavenly geographical regions, relocating mortals at their whim. They ship us to warfare, and infrequently to our deaths. They toss us apart once we not end up important. the 1st gods have been made; they have been as soon as mortals who have been remodeled through wellsprings of strength. what's made, after all, should be unmade. Even these born to divinity can definitely die and an individual able to find such wellsprings can subscribe to the gods’ ranks. whereas those wellsprings could be areas of strength, they could even be the gods themselves—defeating even a lesser god releases “sparks” of divinity. One needs to basically safe those “sparks” sooner than others achieve them.
—The nymph Thetis, in the course of her imprisonment on Cystoseira within the Western Ocean

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THE BREEDING GROUNDS (CR 13) Read the following: A heady incense wafts through this strangely lavish chamber. At its center, a pile of lush carpets bears images of the moon in all its phases. Atop this display are the entwined figures of feathered, serpentine creatures with sprawling wings. Nearby, amid the room’s array of fertility iconography and tables covered in spices and thick unguents, two maniacallooking Nightbringers look on. This room is home to breeding experiments with shadow wyrm allies.

Melee club +11/+6 (1d6+4), longspear +10/+5 (1d8+6/x3) Ranged hand crossbow +8 (1d4/19–20) Special Attacks bane (9 rounds/day) Spell-Like Abilities (CL 9th; concentration +8) 1/day—magic stone Inquisitor Spell-Like Abilities (CL 9th; concentration +12) At will—detect alignment 6/day—touch of darkness (4 rounds) 9 rounds/day—discern lies Inquisitor Spells Known (CL 9th; concentration +8) 3rd (4/day)—dispel magic, fester (DC 16), retribution (DC 16), searing light 2nd (5/day)—delay pain (DC 15), effortless armor, see invisibility, weapon of awe 1st (6/day)—bane (DC 14), command (DC 14), cure light wounds, inflict light wounds (DC 14), shield of faith 0 (at will)—acid splash, bleed (DC 13), brand (DC 13), detect poison, resistance, stabilize Domain Moon (Darkness) TACTICS Before Combat The fanatics cast shield of faith when they suspect battle is imminent.

More information about her and how she interacts with the PCs is in this section’s development description. If the PCs inexplicably end up fighting and defeating both the moon-beasts and the cultists, Llexra avoids the PCs. She should approach them as a potential ally sometime during Part Two, but for now she keeps her distance. ; Reach 10 ft. Special Attacks rend (2 tentacles, 1d6+9 plus Wisdom drain) Spell-Like Abilities (CL 11th; concentration +19) Constant—air walk At will—detect thoughts (DC 20) 3/day—charm monster (DC 21), dispel magic, dominate person (DC 23), shadow conjuration (DC 22), shadow evocation (DC 23), veil (DC 24) 1/day—confusion (DC 22), major image (DC 21), mirage arcana (DC 23), plane shift (self only) Bloodline Spell-Like Abilities (CL 4th; concentration +12) 11/day—acidic ray (1d6+2 acid) Sorcerer Spells Known (CL 4th; concentration +12) 2nd (5/day)—create pit (DC 20) 1st (8/day)—bungle (DC 19), enlarge person (DC 19), obscuring mist, ray of enfeeblement (DC 19) 0 (at will)—bleed (DC 18), detect magic, detect poison, drench (DC 18), read magic, spark (DC 18) Bloodline aberrant STATISTICS Str 26, Dex 22, Con 17, Int 21, Wis 18, Cha 27 Base Atk +12; CMB +21; CMD 38 Feats Combat Casting, Combat Reflexes, Dodge, Eschew Materials, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Silent Spell, Weapon Focus (tentacles) Skills Bluff +26, Climb +16, Diplomacy +26, Intimidate +29, Knowledge (arcana) +15, Knowledge (planes) +19, Perception +25, Sense Motive +22, Spellcraft +22, Stealth +31, Use Magic Device +29; Racial Modifiers +8 Stealth Languages Aklo, Common, Terran, Varjoan; telepathy 300 ft.

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