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In Freeing Nethus, characters of levels 11-15 explore the machinations of Midgard’s God Game by becoming active participants in its play.
Pawns. That is what we are. Pawns in a divine chess game. The gods play games of power and deception in their heavenly realms, moving mortals at their whim. They send us to war, and often to our deaths. They toss us aside when we no longer prove useful. The first gods were made; they were once mortals who were transformed via wellsprings of power. What is made, of course, can be unmade. Even those born to divinity can certainly die and anyone capable of finding such wellsprings can join the gods’ ranks. While these wellsprings can be places of power, they can also be the gods themselves—defeating even a lesser god releases “sparks” of divinity. One must merely secure these “sparks” before others gain them.
—The nymph Thetis, during her imprisonment on Cystoseira in the Western Ocean
A nearly a constant phenomenon, with clear days few and far between. Certain encounters may dictate a particular type of weather. Defer to the encounter’s weather patterns when noted, and consult the Pathfinder Roleplaying Game Mastery Guide for wind effects. Otherwise, this adventure should start with regular precipitation and progress to almost daily thunderstorm conditions into the second month of travel. By the middle of the third month, windstorm conditions should be commonplace. Upon.
Humanoid figures and an impressively large shadow wyrm. These are Nemea’s sacred chambers—where she goes to meditate and pray to Hecate, and where she delivers sermons about the Queen of the Night to her followers. It’s here she plans to make her final stand against the PCs and, she hopes, win an enormous victory for her goddess and for her patroness, the Oracle of Kammae. The clockwork device was a gift from the Oracle. It sheds dim light throughout the room. In addition to being an impressive.
Type, and begins play as one of the player outsider races, such as aasimar. to the “divine,” and which alters mythic tiers to individual god sparks. In the days of the first gods, Veles directly granted exceptional heroes access to this true apotheosis—and still does so for “new” deities; those have been few over the millennia because of the gods’ previous actions. The early gods proved jealous from the start, and they often plotted against one another. But, soon, their battles and scheming.
Concentration +10) 3rd (1/day)—heroism 2nd (3/day)—align weapon, see invisibility, weapon of awe 1st (4/day)—bane (DC 14), cure light wounds (DC 14), expeditious retreat, inflict light wounds (DC 14) 0 (at will)—acid splash, detect magic, disrupt undead (DC 13), guidance, stabilize, virtue TACTICS Before Combat The inquisitors cast expeditious retreat, followed by weapon of awe on their maces. During Combat The inquisitors seek to maximize the number of individuals attacking each opponent to get.
Time [3 rounds] [2/day] [DC 18], temporal celerity, time flicker [7 minutes/day], time hop [14 5-ft inc/day]) Combat Gear potion of cure light wounds (3); Other Gear +2 mithral chain shirt, +1 morningstar, crossbow bolts (20), masterwork light crossbow, headband of alluring charisma +2 SPECIAL ABILITIES All-Around Vision Nal can see in all directions and cannot be flanked. Change Shape, Greater (Su) Nal can assume form of Small/ Medium humanoid as alter self. Erase from Time 2/day (3 rounds) (DC.