Freeing Nethus

Freeing Nethus

Christina Stiles

Language: English

Pages: 74

ISBN: 2:00288086

Format: PDF / Kindle (mobi) / ePub

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

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that operates the portal to Terminus Island and Moon Seal #6. If asked about the other chairs, the wizard tells them: “Blind recorders once sat in them, recording history and aiding some time travelers. I don’t know what happened to them.” His masters and some of the texts speak of them, but he has never seen the blind recorders as long as he’s been privy to the obelisk (10 years). He tells the PCs that the masters very rarely use the unstable obelisk. He is one of the few who knows how to

becomes filled with a translucent and enormous vision of Tiago, locked in mortal combat with a thrashing, and equally gigantic, opal-colored eel. However, beneath, or within that image, it is difficult to tell which, floats another copy of Tiago, chanting in a harsh, clipped dialect. A third copy of Tiago flies around this second one, orbiting him but facing away. Your own group stands on large motes of rock, blown outward from the lunar surface and now beginning to orbit the whole scene. Bits

from them is highly acidic, and anyone in a crater with an erupting geyser takes 50 hp acid damage 34 34 Creatures: The tree-like plants that grow on the crater’s edge are actually carnivorous moonflowers that prey on humanoids. A DC 15 Perception check reveals that their mouths contain wicked teeth. A DC 25 Knowledge (nature) check reveals they may be hostile. A Knowledge (nature) check of at least 23 gives information about them. If the PCs ask about the plants, Llexra tells them that, in her

Nightbringers from before. This fighter, however, raises his arms in surrender and calls out, in heavily accented Common, “Stay your blades, strangers! I have an offer for you!” Creature: The fighter’s name is Vernan, and he is indeed a Nightbringer—or, rather, he’s a former Nightbringer. An escalating feud with Nemea has just prompted him to leave the temple and forsake the entire cult. He’s been lurking among the crater foliage, as dangerous as that is, while trying to formulate a plan to

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

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