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 by means of changing into energetic members in its play.

Pawns. that's what we're. Pawns in a divine chess online game. The gods play video games of energy and deception of their heavenly nation-states, relocating mortals at their whim. They ship us to struggle, and infrequently to our deaths. They toss us apart once we now not turn out priceless. the 1st gods have been made; they have been as soon as mortals who have been reworked through wellsprings of strength. what's made, after all, may 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 may be locations of energy, they could even be the gods themselves—defeating even a lesser god releases “sparks” of divinity. One needs to simply 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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Additional resources for Freeing Nethus

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37 37 Mythic Manticores (2) CR 6/MR 2 hp 77 each (Pathfinder RPG Mythic Adventures) MIDGARD TALES TACTICS Before Combat The manticores throw their tail spikes at the PCs as soon as the cultists give the command to attack. During Combat The manticores take to the air and attack the PCs with their bite attacks and spikes using Flyby Attacks. If the PCs attack the cultists, the manticores land and try to protect them with their natural weapons. If any PCs are skewered, the manticores focus on them with full melee attacks, if possible.

A PC who identifies the statuette’s properties learns the command word (Spellcraft DC 30 if using detect magic [CL 18th, conjuration aura]). When the statuette’s command word is spoken, a teleportation circle to Varjo appears nearby. The teleportation circle is dismissed as soon as the PC holding the statuette steps through it and says its command word again. If not dismissed, it remains open for 180 min. The statuette’s teleportation circle takes the PCs to a place outside the Nightbringers’ temple as noted in the Varjoan wilderness map.

Everything in this chamber is meant to help the shadow wyrms produce offspring with desirable qualities. Many times the Nightbringers produced odd and unstable creatures and many times released these beasts into the wilds. 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.

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