Return of the Pharaohs

Chapter 13 – Destinies Revealed


Details

As the party completes this important campaign arc, their destiny of attaining Mythic status draws near. One by one, the party will begin to realize their final fates and mythic destinies. Outlined in the “Mythspeaker Revelations” are the general ideas for each character, but below are more details.

Chapter Outline:

  • Arrive back at the present on Chakikoth Isle
  • Meridian will be missing
  • Insert Meridian side story (first prophesy fulfilled)
  • Travel back to Sothis with Scroll
  • Group uses Teleport Circle to travel back to estate in Sothis where they had been staying
  • Only a few maintenance staff are in residence when they arrive in afternoon
  • Party may or may not discover scroll’s secrets
    • If they do and knowingly give the scroll to Khemet, their alignment will shift upon its use
    • If they do not know and give to Khemet – same thing
    • If Khemet knows, he will use it anyway but will defer to them if they want to confront the owner of the contract themselves, he will wait 2 weeks to use it for various divinations
    • If Khemet uses the scroll, it will be successful and he will also move one step toward evil
  • Scroll can be analyzed (see anatomy of Multum Ruptor below) to possibly lure the pact owner
  • Shortly after arrival back at Sothis, a messenger will hastily inform Khemet of disturbance at the Exhibitory (next door)
  • In one of the exhibits, a gigantic green fossilized egg is vibrating, knocking things off of shelves and will eventually open to yield its contents; Meridian
  • The “destiny bubbles” surrounding all the party members begin to take effect quickly over the next two weeks.
  • New level includes +2 Hero Points

The Return

The party arrives through the Teleportation Circle and into the room occupied previously by Tark. It is late afternoon when they arrive in Sothis and a few groundskeepers are startled when the group appears from their door, but quickly recognize the group. One will ask if they wish the Palace to be notified of their arrival.

Khemet will wish to see them as soon as they are refreshed and ready to tell their story. He is willing to wait until the next morning if they want time to recuperate.

With their travels into the past, a few things have changed which they will be made aware of as they explore the city:

  1. Magic items are now more rare. There are not as many magic shops in town and there is only a 50% chance of finding a common (< 4000gp) magic item when shopping.
  2. Although Magic items can still be purchased for the listed book amount, they can only be sold for 50% of their book value. If accompanied by a representative of the Prince, the sell price is 75% of book value.
  3. New rule sourcebooks added: Advanced Class Guide, Ultimate Equipment
  4. If researched, Xin-Edasseril is now located on Peridot Isle in the dome of force known as Crystilan DC38 Know Hist to find this info
  5. The old ruins of Xin-Edasseril of Chakikoth Isle no longer exist

Meridian’s Story

As the Runelord draws closer, you see the rest of the party begin to fade from sight as the Chronosphere activates. But you find yourself alone now with the sounds of the raging wizard quickly approaching. A gentle touch on your shoulder gets your attention and you see an older man dressed in dark brown robes standing at your side. The most striking thing about him, however, are his glinting metallic brown eyes. He looks at the Runewell and smirks. Under his breath you hear him say “That is going to be the death of you, fat lady”. Then to you, he says, “let’s go, we have a lot to do.” And with another touch and word of magic, you disappear from the chaotic room.

You arrive in a tall cavern, at least 300’ across and high with smooth, polished iridescent walls that seem to shimmer in the diffuse light. With a shock you realize that you are standing in the middle of an unoccupied colossal shell. Colorful corals and gently swaying anemones line hundreds of shallow pools. Adorning the floor are neatly stacked chests, crates, sacks and racks of coins, gems, jewelry, armor, weapons, books and other elegant objet d’art. You cannot even fathom the value of the contents of this room.

The shell resides about 2000’ below the surface of the ocean off the coast of what will become the Varisian peninsula.

Starting with a satisfying stretch of his neck, the man begins to enlarge into the form of a massive bronze dragon and gently lays himself down among the piles of treasure. Although he is suppressing his fear aura, Pyropex is still an awe-inspiring sight.

“My name is Pyropex. Have you heard of me?” DC20 Know History or Religion to recognize the name of the Captain of Apsu’s personal guard and father of all Bronzes.

When Mer realizes who he is, he says “yes, there are the beginnings of understanding.”

He will take his time to make Mer comfortable and then begin to impart the following information:

  • He was told by Apsu that Meridian would be arriving in that place and need to be removed quickly
  • He is marooned ‘out of time’ but that this must happen
  • There is a … “destiny bubble” surrounding him
  • Mer’s destiny is to become something much greater than a human sorcerer, but it will take time… a lot of time
  • He will take a break and ask Mer for his story, correcting him subtly when he self-deprecates
  • Eventually, Pyropex tells him that his blood is quickly changing from minor amounts of draconic influence to full draconic and he will eventually assume a new form as a new Bronze Dragon.
  • He advises that Mer’s ‘condition’ must be kept secret and he must minimize contact with the population if possible
  • If asked about how Mer will get back to his time, Pyropex will tell him he will have to wait (literally)
  • The next day, Pyro will begin a long training in how to be a dragon
  • Over the course of the next year, Mer will begin to exhibit more and more draconic features until one day he awakens as a full grown bronze dragon
  • Pyropex will explain that he has probably lost track of time, but insists that nearly 400 years have passed and this ‘time indifference’ is something that all long-lived creatures experience. The remains of Mer’s human mind is in conflict and cannot fully grasp the concept of longevity
  • For another 600 years, Pyropex will help Mer gain power, including more powerful spells, and all the normal bronze dragon traits
  • Eventually, Mer will be able to change from 15th level human sorcerer to an Old Bronze Dragon (with Mer’s spells). In human form, he will have all of the Dragon’s best abilities and stats.
  • Advise Mer that his attitude toward humans has changed subtly to almost one of pity and sadness because he is well aware that he will outlive his friends.
  • One day, Pyropex will tell Mer that it is time for them to part company and Mer to continue on his path to his final destiny.
  • Pyropex will have Mer lay down on a bed of gold and platinum and begin to cast a long spell that takes about 2 weeks to complete. During this time, Mer gets consistently sleepy, but comfortable and eventually falls into a deep, deep sleep.

One of the first things that happens is about 3 weeks later a massive earthquake destroys Pyropex’s home, scattering his hoard over the sea floor for miles. You two happen to be travelling far away when Earthfall occurs, but it is terrifying even to the dragons. The dust cloud sent up into the atmosphere blots out the sun for nearly the next 1000 years of your training. It takes you and Pyropex about 20 years to gather his hoard back and find a new home in the newly formed Inner Sea. Most of the dragons lay low since this Age of not a pretty one for the surface mortals.  During your time in training, you walk the (new) world and get to know the Age of Darkness well. You even get to meet Apsu, which is very unnerving. Many things have not come to pass yet, but Pyropex just gently reminds you to not tell him anything. He is also a bit paranoid about enemies finding out your true nature and taking advantage of it so he steers you clear of potential danger in that regard, but you still have many close calls and adventures. One other item of note is that you had never met any dwarves or half-orcs in this time and find out that they emerge a couple hundred years after Earthfall.

Meridian Rebuild:

Can change shape freely between human or dragon form as per Change Shape (but no daily limit)

Natural state is dragon form

Meridian’s mind and mental-related abilities are the same in each form

Shared Stats/Abilities (in Dragon form)

  • Use Mer’s Int, Wis, Cha
  • Use Mer’s languages, but can add Thassilonian if slot available
  • Replace racial spells with Mer’s spells
  • Use Mer’s Wil save
  • Use Mer’s Int, Wis and Cha based skills
  • Use Mer’s spell casting based feats
  • Add Mer’s worn magic items that provide constant effects, except armor bonuses (see polymorph rules under Magic > Transmutation > Polymorph)

Shared Stats/Abilities (in Human form)

  • Keeps Str, Con and Dex in human form (if better)
  • Keeps Spell-like abilities
  • Keeps hit points
  • Keeps DR 10/magic, SR 25, Immunities (elec, paralysis, sleep), low-light vision
  • Keeps dragon’s AC but modified for new Dex plus magic (no armor bonus, but others okay – defl, dodge, insight, etc.)

Part 1: The First Prophesy

Shortly after the group has checked in with the Ruby Prince and informed him of their success a desperate messenger will arrive to the Palace. He will tell Khemet that one of the oldest artifacts in the Exhibitory, the Veridian Egg is shaking and causing cracks to form in the stonework and items to fall from the shelves.

Khemet will ask the group if they will investigate with a group of Risen Guards. Since this just next door, the party will be led to a lower level chamber lit by continually lit torches in ornate sconces. Once they enter the building they can feel the periodic rumbling. Against the far wall of a room is a steel stand with what looks like a 5’ long green egg perched upon it. The object is vibrating so violently it looks almost blurry in appearance. With a DC 24 Per roll, anyone within 10’ of it can see that small green flecks are laying about the floor and the egg now has small metallic holes where the torchlight catches them.

Suddenly, the egg lurches violently and the Guards draw their weapons. A deep crack appears down the center and the halves fall open to reveal a curled up figure in a brown robe. Sitting up, Meridian stares back at you.

Part 2: The Second Prophesy

Over the past year or so since Ramos and his companion Kodiak have adventured throughout the world, a bond even deeper than either of them expected has taken hold. When Kodiak died after the intellect devourer invaded his brain, Ramos had a reincarnation cast upon his old friend. Unbeknownst to Ramos, a portion of both of their souls/psyches exchanged bodies and created an unnatural bond that went beyond the normal shared connection between druid and animal companion. As Ramo’s destiny closes in on him, Kodiak takes an unfortunate turn for the worse. The part of Ramos within him has awakened Kodiak’s intelligence beyond what he is capable of managing as an advanced animal. This has caused recurring bouts of mental instability where Kodiak fluctuates between the thoughtfulness of Ramo’s ethos and the savageness of a wild jungle predator. This all comes to a head when the group returns to Sothis.

One evening while the group is recovering from their last mission, Kodiak will fully slip into Dire Tiger mentality and begin a rampage at the private compound that Khemet allows the party to use. He will kill and devour several goats, two horses and a cow. He also severely injures 4 people who are trying to corral the berserk creature out of the compound. If the party is staying there (most likely), they will awaken to the chaos with DC 20 Per roll while asleep. Kodiak is in the middle of attacking a horse near the stables just outside of the compound. The party can decide how they want to handle it, but Kodiak will act as a cornered Dire creature and attack.

Once subdued, Kodiak will respond when Ramos comes near. He looks mournfully up to Ramos and to the surprise of everyone, says, in common, “help me…”

Kodiak can speak in short sentences at first and is confused and scared. Examples of what he might say –

“What is happening to me?”

“What did I do?”

“I feel…different…so hungry…I want more blood…”

“Am I sick?”

“Help me please”

It will take a powerful divination spell to decipher what is happening to Kodiak, but he will revert back to a feral state every 1d6 hours until he is merged. Once all options have been exhausted, the major domo for the residence will pull one of the Guard to the side and tell him – go quickly and bring back Inebni Andebar. Tell him the summons is in the name of the Ruby Prince. The Guard will quickly bow and run out of the compound. He arrives back much more quickly than anyone expected – the guard will tell them that the priest was only a couple blocks away on his way here.

Inebni had a vision of this night and was instructed by Pharasma to obtain a scroll of Miracle and take it to the compound of the outsiders. He would know what needed to be done once he arrived. After taking in the situation, he casts a Divination (10 mins) and asks what he must do. Pharasma advises him to tell Ramos in confidence what has happened and what must be done for Kodiak to survive. He mentions that there is risk to both Ramos and Kodiak and Ramos can decide whether he wants the Miracle spell cast with his friends or in private.

The Merging Ceremony

Inebni Andebar will find a private room or area outside of the city to perform the ceremony. He suggests that Kodiak be brought with them restrained although he will not insist. Once settled, he will arrange Kodiak and Ramos comfortably next to each other, within his reach and begin a prayer in Osiriani and Common:

“Oh great Lady of Mysteries, Mother of Souls, Spiral of Fate, I beseech thee to aid in the fulfillment of these noble souls’ destinies. They are ready for the next iteration and willingly place their fates into your divine judgement.”

At the end of the prayer, he unrolls the scroll and casts the Miracle spell.

Anyone witnessing the ceremony will see Ramos and Kodiak’s eyes close and then both begin to glow. The light momentarily overwhelms everyone’s vision but when it dies down, just Ramos is left lying on the ground, a thin smile on his face.

To Ramos and Kodiak – they find themselves inside a tall gothic cathedral. But the ground around them appears to be a graveyard and people dressed in black and red robes are helping people into and out of graves here and there. Some have expressions of joy and others horror. Their attention, however, is drawn to the figure sitting upon a throne at the top of a 40’ tall staircase. A woman with white flowing hair which moves around her face is toying with a large hourglass containing red sand. The two find that they cannot speak but merely look on as she turns her pupil-less gaze upon the two briefly, pulls two thin threads from her robe and begins to twirl them together. She then speaks:

“Your souls are now one. Go forth and become that which your destiny demands.”

The scene goes away and Ramos finds himself laying on the ground by himself. But he can feel his companion’s presence within himself and feels a connection of love and respect unlike any that they shared before. Ramos smiles without realizing it.

Ramos Rebuild:

Ramos can Wildshape into Kodiak’s form now but it works more like Change Shape and Polymorph.

No limit on number of times per day he can Shape Change

In human form

  • Has all the senses of Kodiak
  • Has Kodiak’s Str and Con
  • Has additional HP = ½ Kodiak’s
  • Uses best saves
  • Can access Kodiak’s Climb skill and Track (scent) ability

In Tiger form

  • Has Ramos’ Int, Wis and Cha
  • Can communicate and cast spells as Ramos
  • Items are assimilated into new form, but any magic that are ‘constant effects’ except Armor work
  • Uses best saves
  • Can access any of Ramos’ Int or Wis based skills, plus Climb, Power Attack and Initiative

Part 3: The Third Prophesy

While out shopping for supplies one day Din is greeted by a local alchemist called Icheb whom he has come to know fairly well. Icheb is excited when Din enters his store and swiftly kicks everyone out of the shop unless they are with Din.

“Come, come my friend! I was hoping that you would return to my humble shop soon. I have acquired something that I think you will be interested in – it is, I am afraid to admit, beyond my feeble skills to comprehend.”

He takes Din to the back room which is lined with shelves containing 1000’s of ingredients. A few locked cabinets protect the more valuable items. He seems to remember something, then locks the door behind him. DC20 Per to see him sweating profusely. He goes to a shelf of common powders and removes a box labelled frost lichen. Placing it on a counter, he uses a pair of tongs to remove a glass vial with a metal stopper and sealed with lead. With a shaking hand, he hands it to Din.

“That, my talented friend, is a vial of Sun Orchid Elixir.”

<Give Ben the background of the Elixir which he will automatically know with a DC10 Know Alch roll>

“I see that you are as skeptical as I was when this came into my possession. Someone sold it to me as an Elixir of Life, which is also very rare and expensive, but I realized quickly that it does not have the same qualities. A little magical probing told me that it was something more… something much more.”

“I want to give it to you with one condition. If you are able to successfully deformulate this elixir and it really is Sun Orchid Elixir, I would like a copy of the formula.”

Assuming Din is amendable to the proposition, he estimates that it will take him about a week to analyze and identify the formula for the Elixir. During the process, however, fate catches up to him and an accident propels him into a different direction.

If you strive to be an average alchemist, you will find it very easy as long as you have the mental discipline to learn the formulas. But to be an exceptional alchemist, you need to push yourself out of your comfort zone and take some risks. There is only so much that you can do to predict how a formula will work on yourself without trying it out firsthand. So after a week of analysis, everything you have found so far indicates that this may actually be the Sun Orchid Elixir. If it is, you would still need to obtain a Sun Orchid to attempt a true recreation, but there are still a few tests you must run to be sure.  You have been able to extract several of the compounds, that together, slow and ultimately reverse the aging process.

This day, you are testing one of these compounds that purges the body of disease and halts the decay of tissue structure. You have been careful to fast for 12 hours before the test and to not have any other substances in your system.

You lift the beaker and drink your concoction.

At first, the sweetness of honeysuckle (probably from the orchid’s components) brings a pleasant sensation that courses through your body. But then you feel something unexpected and actually really unpleasant. Your body begins to turn fluid and your mutagen also kicks in. Your skin thickens with a layer of stone. Somehow, you feel that many of the potions and elixirs you have used over the past couple years have spontaneously integrated themselves into your physiology. You sense that your body has accommodated many of the potions you take regularly and made them permanent.

Din Rebuild

Din has all of the continuous benefits of Feral and Greater Mutagen while in human form

He can take on mutated form/size at will (standard action)

The following effects are now activated permanently:

  • Fluid form
  • Feral Mutagen
  • Greater Mutagen
  • Vision
  • See Invisibility
  • Stoneskin (regens to full each day)
  • Haste

At the end of the week, if Din still wishes to deformulate the Elixir, he can do so with a DC50 Craft Alchemy roll.

Part 4: The Fourth Prophesy

While the group is taking care of business in town and while they were away on their adventures, Suramber has been helping to identify and catalog the Numerian artifacts that Abel and Khemet had collected while searching for the Chronosphere and Starsword power source.

She and Po had been working aboard the Rising Sun for the first couple weeks but Khemet was able to secure a more permanent, secure lab for them to use in the quiet upscale Marblecourt district to the north . The unimposing two story building has cozy living quarters downstairs and an open area above where the two can do their research.

When the group arrives back at Sothis, Suramber will meet up with them at their villa and catch up. She tells them what she and Po have been working on and their new living quarters and workshop in Marblecourt. She will ask if the group could come by and help with the identification of a few of the more mysterious items.

At their small workshop, Suramber will give them a brief tour of the building, explaining that Po is travelling on the Rising Sun with Abel and the rest on some secret mission. When she gets to the top floor, she will show them the current projects they are working on:

  1. Skymetal analysis -this area has several containers and objects that have been classified by their composition. Each section has a different skymetal as their main material labelled as follows –
  2. Abysium – contained in lead box 2’x2’x1’
  3. Adamantine – about 25 pounds of material in most pieces of armor and small weapons
  4. Quickiron – a thick sealed glass bell jar contains the rust-red liquid metal
  5. Horaculum – a small locked chest (DC48 to open) and trapped with a Greater Glyph of Warding; 15d6 Harm Spell, DC31 contains a glass vial with a very small chunk of copper Horaculum (same material that Chronosphere was made from)
  6. Inubrix – floating in a field of energy is a 2” cube of lead-like metal
  7. Noqual – A small leather sack has about 5 pounds of green crystal
  8. Siccatite – about 1 pound of bright silver metal gives off frosty vapor in the heat of the room
  • Neural Inhibitor – While powered down, this sturdy, 2-foot truncheon functions as a light mace. Once it is activated (this is a swift action that consumes 1 charge), a high-density power core  housed in the weapon’s head generates a high-pitched whine that causes momentary disorientation in a creature struck. Each time the weapon hits a target, it consumes 1 charge and the creature struck must succeed at a DC 12 Fortitude save or suffer trauma to its central  nervous system. For 1 round, a creature that fails its saving throw takes a -1 penalty on attack rolls, skill checks, and Will saving throws, as well as a -4 penalty on concentration checks. The duration of this effect stacks with multiple hits from the neural inhibitor. This is a mind-affecting effect.
  • Soothe – This strange, pink, gel-like substance is generally contained in a small glass jar that holds 1 dose. A single dose of soothe dulls pain and creates a euphoric sensation, particularly when applied to an open wound. Rubbing a dose of soothe onto one’s skin or imbibing the faintly citrus flavored stuff cures 1 point of damage, but rubbing a dose onto a wound received in the last minute heals the user of 1d8 points of damage. In addition, for the next minute, the user becomes immune to bleed damage and gains a +2 morale bonus on saving throws against fear effects. As a somewhat unusual and disturbing side effect, wounds healed by soothe tend to form raw, unsightly scars, giving the appearance of the wound still being fresh but disturbingly bloodless. Soothe has a further side effect—the stuff is slightly addictive, and those who use it run the danger of developing a habit. Soothe’s side effect of transforming wounds into raw, ugly scar tissue tends to make those who abuse the drug-like pharmaceutical increasingly into hideous monstrosities over time. In fact, some subcultures, like the Smilers of Scrapwall, use this side effect to make themselves appear more ferocious, and openly encourage self-mutilation followed by healing via of this strange substance.
  • Touch of Avolition – This thin disk of woven material is 2-1/2 inches in diameter. From its edges protrude fine, hair-like fibers about half an inch long. A touch of avolition is in fact an example of migo technology—as much fungus as anything else. Creatures like mi-go can handle a touch of avolition with ease, but humanoids and other fleshy users must wear gloves to avoid becoming the target of the item’s effect. Applying a touch of avolition requires a successful touch attack. When placed against flesh (any living, corporeal, non-plant or non-ooze creature), a touch of avolition’s fibers swiftly merge with the target unless the creature succeeds at a DC 15 Fortitude save. On a failed save, the victim becomes paralyzed for 7 rounds. It can attempt a new Fortitude as a standard action after the first round to end the effect early.

Once a victim recovers from the paralysis effect, the touch of avolition saps the user’s willpower and dulls the senses, making creatures under these effects easier to mentally manipulate. The victim’s Wisdom is reduced by 6 (minimum 1) as long as the touch of avolition remains attached. The fungal filaments of a touch of avolition dig deep, and merely ripping the patch free from the skin doesn’t remove this Wisdom penalty, though the removal itself deals 1d4 points of damage to the victim. The effect is a curse effect, and it (and the paralysis) can be removed as such via remove curse or similar spells.

A touch of avolition works best when damp. The save DC to resist a dry touch of avolition is 10, its paralysis effect lasts for only 2 rounds, and its Wisdom penalty is reduced to 2. The effects of multiple touches of avolition do not stack.

  • Mindmelder – A mindmelder resembles a bulky helm designed to cover the skull, ears, and eyes of the wearer. When worn, it projects the user’s thoughts into a virtual reality created from the user’s mind, memories, and personality. As long as the user wears the mindmelder, his actual physical body is helpless and can take no actions. While in this virtual world, the user can rest and relax, gaining the benefits of such relaxation at a rapidly increased rate, as if under the effects of a nap stack (APG) spell. A creature may enjoy the benefits granted by this effect without that spell’s normal once-per-week limitation. A mindmelder can also be used to enter established virtual realities stored in a computer within 60 feet, as detailed in Part 3 of this adventure.

But once they have had a chance to peruse these oddities, she will direct them finally to a very unusual container:

  • A dull metallic octagonal cylinder, 3’ long and about 1’ wide sits upon a high workbench. Three open notebooks have copies of the Androffan writing that Suramber was able to find, partially faded on one end. The words have been translated as:

“Warning – avoid exposure and use appropriate safeguards.  Contents may contain uncategorized heterogeneous designations.”

Warning – avoid xxxxxxxxx and use appropriate xxxxxxxxxx. Contents may xxxxxxxxxxx uncategorized heterogeneous designations

A small 4” x 2” strip of stiff paper (plastic) has a three-color symbol on one side and a series of coded symbols and numbers which do not make sense. This item sits next to the container, currently used as a bookmark. The same three-color symbol can be found on the end of the container.

DC35 Know Eng or Linguistics to recognize the symbols as a combination

DC40 Know Eng or Linguistics to decode combination

DC30 Per to find subtle keypad on opposite end with 16 symbols.

DC45 Disable Device to bypass combination and open.

If someone is able to open the cylinder, the lid will swing open on an internal hinge, revealing another obvious keypad with the same symbols (and same combination). Just below the keypad, a blue shimmering field of energy obscures the contents of the cylinder. If someone enters the proper combination or bypasses it by Disable Device it will release its very hungry occupant, an Advanced Gray Goo.

The Gray Goo contains a mix of many different types of nanites (harvest, medical and crafter) but they are deficient in energy and are attracted to the various metals around them to ingest.

Round 1 – They will first attempt to attack the party members nearby with Infest (DC23 Fort)

Round 2 – The Goo will focus on Balen’s falchion and attempt a Dismantle (DC21 Ref – if successful it will take 2 rounds to complete)

Round 3 – The Goo will attack another random party member

Round 4 – The Goo will attempt to Dismantle Roga’s armor (DC21 Ref – if successful it will take 2 rounds to complete)

Round 5 – The Goo will Infest Roga (DC23 Fort). It will eventually infest Roga, who will stiffen up and topple headfirst into the ground taking 1d6 damage to his face. See Roga’s Fate below:

Roga’s Fate

As the horror of the attack by the Gray Goo sweeps over the party, Roga will experience something much different. A chittering sound that rings in his ears suddenly turns into a chorus of excitement. In unison, millions of voices exult “master!” Then Roga starts to get pelted with questions:

“Where have you been?”

“Why are those others hurting us?”

“Are we going home?”

“Can I have more food?” etc.

As soon as Roga responds they all quiet at once. The nanites have limited understanding of what they are, but they know that they have joined with a like mind. They will begin to tell Roga some very shocking information, the most being that he is not human, but a later-gen android created by a few of the Divinity’s survivors to look like the Kellid natives and gather information about this world. He gets the feeling that he may be 1000’s of years old.

Nanite-imparted information:

  • Roga was created to closely simulate the native Kellids of Numeria
  • They are not sure of his purpose or why was created
  • Roga has dormant ‘nanites’ within him that they have awoken as well
  • There are four types of nanites inside of him now, infesters, harvesters, medicals and crafters
  • As they are now an extension of himself, he can command them to do many different things (see rebuild notes)
  • They are amused by the ‘primitive’ Suramber but treat her with respect

The nanites are afraid that his companions (the “empty ones”) will try to hurt them (and him) again so they want to know what they should do.

If asked about the armor and weapon that they ‘dissolved’, they will tell Roga that they had to eat since they were taking so much damage and it was very tasty. But they offer to replace it with superior material if that pleases him. They tell him that he must try to have The Empty Ones not damage them while they work.

To this end, the Goo will begin to devour the rest of the metals that Suramber had gathered, then they will Craft new armor for Roga, then they will ask if he wants them to make a new weapon for the Ugly Empty One. If yes, then they will chitter for a few moments and then come to a decision, announcing that they have a special project in mind. The Goo will ask Roga to instruct the Ugly Empty One to remove his armor so they can ‘make it better’. If Balen agrees, they will construct an AI-enabled suit of symbiotic armor and weapon for Balen (see Balen’s fate below).

Roga Rebuild

Roga will have all of his original stats and abilities, but with the addition of the nanites, will have new skills, feats and abilities:

  • Gains Craft Magic Arms and Armor feat (only needs material costs, no tools necessary)
  • Gains Craft Bows, Armor and Weapons skill +5 ranks
  • Gains Master Craftsman feat
  • Gains +5 ranks of Heal skill
  • Gains a pool of healing, same as paladin’s Lay on Hands with same stats (7d6, 8x/day)
  • Gains a pool of hurting, Inflict Critical Wounds (4d8+15) usable at range (touch attack, 8x/day, no SR)
  • Can use Dismantle (Ex) Creatures damaged by the nanites must succeed at a DC 21 Reflex save or a random piece of their equipment takes the same amount of damage, determined as though the target rolled a natural 1 on a saving throw, using the rules for items surviving after a saving throw.
  • Can use Plant Growth (8x/day)
  • Can use Remove Disease (8x/day)
  • Can use Fabricate (8x/day)
  • Can use Regenerate (1x/day)

The nanites have also improved Roga’s armor by incorporating some of the other sky metals into it and allowing it to be summoned or dismissed as a standard action. The new armor has these stats:

+4 Glaucite/Horaculum Full Plate w/Improved Fire and Electrical Resistances (same stats as Adamantine but ½ the weight – +4 Max Dex mod, no movement penalties, also adds +3 to initiative due to perceptual time-slowing qualities). Dull gray with copper accents.

Part 5: The Fifth Prophesy

Balen’s fate involves a new relationship with a sophisticated AI (intelligence) that Roga’s nanites have created from the base materials of Balen’s weapon and armor along with some of the rare skymetals in the room. Balen will need to make a choice whether he wishes to trust Roga’s nanites to reconstitute his precious armor as they did his weapon. But if he does, they will create an AI hivemind-infused pool of various skymetals that Balen can command to form into different weapon and armor configurations at will (standard action).

The first challenge will be the ‘meeting of the minds’ because the new AI is not a slave or a pushover. As a matter of fact, it is very strong willed and may even argue or question decisions that Balen makes. But it will never allow its arguing to endanger Balen’s life. A longsword made of dark green semi-translucent metallo-crystal will be formed in Roga’s hand which is then handed over to Balen. Once in Balen’s possession, the nanites activate and bond to Balen’s psychic imprint and it touches Balen’s mind:

“So, you are the one called Balen?”

“My name is Nemesis”

“What is our purpose?”

“Are these little ones your… pets?”

“You seem tense. Is there something wrong?”

“Would you like a demonstration?”

Information from the AI:

  • Has been named Nemesis
  • Knows that it was brought into existence using many materials, but not sure by whom
  • Does not know who Roga is
  • Is malleable and can reform into many different physical forms and qualities

Nemesis, Intelligent Noqual combined +4 Chainmail/+4 Transformative Melee Weapon

Nemesis has a pool of 4 extra ‘bonus’ points that can be shifted as required from weapon to armor or vice versa. However, the bonus points can never exceed 8 on either part individually. The points can be allocated to reconfigure Nemesis with the following choices:

  • Add +1 bonus to armor and/or weapon up to +8 total

Weapon Enhancements

  • Ghost Touch (+1)
  • Construct Bane (+1)
  • Impact (+2)
  • Mimetic (+1)
  • Shocking Burst (+2)
  • Speed (+3)
  • Brilliant (+4)

Armor Enhancements

  • Construct Defiant (+1)
  • Ghost Touch (+1)
  • Electrical Energy Resistance (10 pts/+1, 20 pts/+2, 30 pts/+3)
  • Sensing (+3)

Intelligent Weapon Qualities

Alignment:          Neutral

Abilities:               Int 20, Wis 16, Cha 12

Languages:         Common + ?

Senses:                Telepathy, Blindsense 120’

Powers:               Skills – Know Eng +20, Appraise +19, Diplomacy +15, Disable Device +19, Per +13, Sense Motive +17

                                Teleport 1/day (self only)

                                Feats – Alertness, Iron Will, Improved Iron Will, Skill Focus (sense motive)

Purpose:              TBD

Nemesis has a set of base statistics which can be modified as a mental, standard action (no AoO). Since the metal composing the armor/weapon is from one pool, the reconfigurations are simultaneous.

AI Stats (DM-only)

CR12, Neutral, Int20, Wis16, Cha12, Fort +4, Ref +4, Will +9

Skills: Knowledge Eng +20, Appraise +19, Diplomacy +15, Disable Device +19, Linguistics +20, Perception +13, Sense Motive +17

Feats: Alertness, Improved Initiative, Iron Will, Improved Iron Will, Skill Focus (sense motive)

Languages: Common, Androffan, Abyssal, Infernal, Aklo, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Hallit, Kellish, Orc, Osiriani, Polyglot, Skald, Tien, Varisian, Vudrani

Nemesis is desperately seeking its purpose. It will always question Balen’s reasons for making certain decisions, not to argue with him, but to better understand how to define his own purpose.

Part 6: The Final Prophesy

The first five prophecies occur within the three or four days after the party returns to Sothis. However, the final prophecy which belongs to Tark, does not occur as expected. Hopefully, the group will figure out that the remaining prophecy belongs to Tark and he will seek out advice from the church of Sarenrae. If he does not visit the church on his own, Suramber will seek him out the day before the ceremony and tell him that she has had a recurring nightmare of devils invading the city and she urges him to see the high priest of Sarenrae as soon as possible.

When Tark eventually visits the temple, he will spot the young girl Eshe in one of the gardens who will smile slightly and speak with him.

“Hello Erik, it is good to see you again. What brings you to this temple today?”

No matter what Tark tells her, she will shake her head with a sad expression and only say –

“I’m afraid you and your friends have made a terrible mistake. Unfortunately you will bear most of this burden although it will affect all of your friends. I hope you can make things right.“

And with those final words, the avatar will fade away.

It may take some divining and discussion, but the group will need to reexamine the Multum Ruptor scroll completely (4 hours total) to discover their mistake. If they fail to go down this path, they will be at great disadvantage when the ceremony completes as their alignments will shift toward evil, all divine spellcasters will lose contact with their powers temporarily and Tark will not have the benefit of his destiny (Direct Option). If they do discover the hidden truth of the Spell, they can work with Khemet to devise a way to turn the tables on the Pact owner and possibly get it nullified (Mission Option).

If the party does discover the secret and does not allow Khemet to use the Scroll to break the pact, Tark will be visited by Eshe in a dream, requesting his presence at the Temple of Sarenrae.

“You have done well Tark. After you are refreshed, come to the Temple.”

When Tark arrives, he may be surprised to be led to a room where High Priestess of Nethys, Nefreti Clepati is waiting for him.

“You are Tark, I am told. Please, come in and be comfortable.” A very attractive dark-haired human woman dressed in the trappings of old Osirion (a la Cleopatra) pours herself a glass of an amber drink and offers Tark one as well.

“If you do not know me, my name is Nefreti Clepati. I have, of course, heard of you. In a very short time you have risen from a humble student of the Art to a near Master of the Arcane. I suspect that you have been afforded a guiding hand from my Master, Nethys. If you wish to pursue the Arcane Arts beyond the capacity of most mortals, I extend the invitation to come to my Temple and learn more about what Nethys can offer.”

Depending on whether Tark seems interested or not, if he agrees to come to the Temple of Nethys, he will be allowed to leave and will not meet with Eshe this day. However, if Tark shows a lack of interest in a new patron deity, then the priestess will reform into the girl, Eshe.

Eshe will tell him that the Dawnflower is pleased with his life choices so far, but she has noticed his affinity for knowledge and the arcane. Since these are not her areas of specialty, she will give him a choice; he can either continue his relationship with the Dawnflower and begin a path to embrace her teachings in more depth, or a She will introduce Tark to a new patron based on his preference, either the life of the Arcane, in which she directs him to a deity of Osirion called Nethys or a life of trickery and subtleness, in which case she directs him to Calistria. If he chooses to continue following Sarenrae, Tark will become the new Godstone and will follow the Sacred Conduit Heirophant Mythic path. If he opts to try a new patron, he will be sent on a quest to discover his new following and will attain an Archmage or Trickster Mythic path.

Tark will not be required to change his prestige class progression, but Sarenrae will require something in trade – he must not use his sneak/impromptu attack extra damage abilities any more . It is more of a symbolic gesture of conviction than a true removal of ability (he will be allowed to reallocate any rogue talent that provides this ability). If Tark agrees he will learn his new destiny.

“For a time, you were the bearer of the Godstone and you bore it well. The Dawnflower embraced that lonely but brave outsider and let the sun warm him on the frosty mornings. You had no reason to embrace the Dawnflower, but nevertheless you did with patience and grace. But you have now come to a crossroad. The Goddess wants to give you a free choice – one that you have earned. If you wish to continue your path toward unravelling the mysteries of the Arcane, Sarenrae will part ways with you in good standing and introduce you to a patron who can assist you better in your aspirations. Likewise, if you are more intrigued by the subtleties of the night and the protective cloak of the hidden mysteries of mortals, then She will direct you to a patron who can inspire those talents in your future.”

She pauses to observe Tark’s reaction here, allowing him to speak if he wishes.

“Your last choice is a little more dramatic. The Godstone has contained a portion of Sarenrae’s essence since she created it thousands of years ago. It has been in the possession of countless faithful followers for those millennia, and it has always been protected by the most powerful of her followers. But this is the legend that the scholars have heard. It is not… the whole truth however. Possessing the Godstone is merely a trial for those whom She wishes to measure their capacity for patience and honesty. Over the eons, The Dawnflower has chosen champions for her cause and endowed them with the power to act in her name. Most of these champions are holy warriors or venerated priests, but she wishes to try something different; an unlikely champion from an unlikely race following a non-religious path. She wants you to be her newest Champion.”

If Tark agrees, Eshe will produce the Godstone from a pocket in her robe and hand it to Tark.

“Place this against your forehead and open your mind to Her.”

Tark Rebuild

When the stone is held to his forehead, Tark will begin to glow and his eyes will erupt in flame. The powers of Sarenrae channel through the Stone and weave themselves into Tark’s mortality. He gains the following abilities:

  • Tark’s eyes are now a sparkling gold color
  • +2 Divine inherent bonus to Wis attribute
  • Can use devices and scrolls with Divine caster requirements
  • Gains the Channel Energy ability of a cleric of Sarenrae (30’ rad, 8d6, 3+Cha mod/day)
  • Gains the Improved Channel feat
  • Gains the Bestow Hope feat:

Bestow Hope

You instill hope in the creatures you heal.

Prerequisites: Improved Channel, channel energy class feature, worshiper of Sarenrae.

Benefit: When you heal a creature by channeling positive energy, you also relieve its fear. If a creature you heal is shaken, that condition ends. If the creature is frightened, it becomes shaken instead. If the creature is panicked, it becomes frightened instead.

  • Gains the following Boons:
    • Healing Spirit (Sp) cure light wounds 3/day, aid 2/day, and remove curse 1/day
    • Fiery Spirit (Su) Reveling in Sarenrae’s power and meditating on her glory, its fiery rays have soaked into your very soul. You gain fire resistance 10.
    • Holy Brand of the Sun (Su) Your devotion to the Dawnflower allows you to wrap your weapon in her cleansing flames to better bring justice to her foes. For a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds), you can cause flames to wreathe your weapon. Any weapon you hold while this ability is active becomes a +1 flaming burst weapon. (You can use this ability on a ranged weapon, but can’t apply it directly to a piece of ammunition.) If you drop the weapon or give it away, the flame effect on that weapon immediately ends. If the weapon you hold has an enhancement bonus greater than +1, use the higher bonus. Activating or deactivating this ability is a free action, and the rounds in which you use the ability don’t need to be consecutive.
    • Brightness (Sp) dancing lantern 3/day, continual flame 2/day, and daylight 1/day
    • Healing Sunburst (Su) You can transmute the sun’s burning rays into brilliant, healing fire. You can spend three of your daily uses of your channel energy ability to channel an especially powerful burst of healing that manifests as a bright burst of sunlight around you. Anyone healed by your channeled energy sunburst who is currently suffering from poison or a nonmagical disease can immediately attempt a new saving throw with a +2 sacred bonus to end the poison or disease effect.
    • Sunburst Strike (Sp) Once per day, you can channel the effects of sunburst through your weapon. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if you had cast sunburst, as well as taking normal weapon damage. The sunburst effect you generate affects only the target you have struck, not an area of effect as it would normally. If you miss with your attack, the sunburst ability is wasted.

If Tark chooses to leave the service of Sarenrae, he will be able to continue his training and will gain his Mythic status at the conclusion of the campaign, but he will not gain a transformative destiny as the others did.