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Alright all, this is the final adventure in what has come to be the Xenomorph trilogy of these adventures. In playing this, it is assumed that you have played through Invasion and Corpse-World Xibulba as the the lead up to this adventure, but those aren’t necessary. Like the others, this could be played alone without to many issues. Also, I recommend perusing the Popol Vuh, the creation myths of the K’Iche’ people, one of the Mayan peoples. It’s amazing and filled with material you can use for your own game. Hell, most of this adventure is based off the journeying of the hero twins to defeat the Lords of Xibalba.

When the Empire of the Night Serpent fell, cast into the eternal darkness of the Uncreated Night, the mighty working had already been finished, warping all who were once part of the mighty empire in twisted abominations. The mighty god of the Empire of the Night Serpent had torn its divine form asunder, placing a tiny piece of itself in all of the people of the Empire, spurning the divine form it had been given and cursing those who worshiped it in an act of rejection of a god toward its people. Yet this was not the end of the mighty Made God, once known as Hun-Came. The act of tearing itself apart fractured its consciousness, placing a small piece in each person and thing infected with horrific flesh warping virus its body had become. Yet this grand division of self was too much for even the mind of a divine being, and the influence of Hun-Came was reduced to only its base instincts. Unchanging for hundreds of years, the shattered mind of the Made God slept, and would have remained sleeping, until a piece of it was placed within a true creation of the One. When the angel 14 Radiant Word Castigates the Sinful took the curse of the Empire of the Night Serpent within itself, the corruption of one of the One’s favored servants roused the sleeping Made God. With a titanic effort, the Made God began to pull its consciousness together, reforming what was once broken. As the Xeno-Angel Queen lay broken and defeated at the hands of new gods, the mind of the Made God slithered forth, drinking in the eons of experience of the angel and the sights of the former worlds. No longer was the Made God Hun-Came, for that creature was dead and gone, slain by its own hand. Vucub-Came now existed in its place, a divinity that had slain itself and come back from the black. Wary of these new and powerful deific beings that had laid low an angel of such power, and one infected with the influence of Hun-Came, Vucub-Came slowly set about righting its house and extending its awareness to Arcem to see what had become of its erstwhile foes.

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As delighted as a being of pure transgression and contradictory nature could be, Vucub-Came saw that the old empires were little more than shadows of their former glory, and Heaven itself now seemed right for the plucking. Calling back its children and those fractured pieces of its former self, Vucub-Came began to create. In order to conquer, it would need an army, and to lead its army, it would need generals. While the very nature of the virus of its former life along with the millions of infected citizens of the former Empire of the Night Serpent meant that an army could be swiftly brought to bear, and replenished with “persuaded” foes. The generals would be another matter. The high priests, warriors, and mighty theotechnical engineers that had once served the Made God in ancient times were now long since dust, subsumed and transformed by the mighty sorcery of old. Yet something of them remained within Vucub-Came, mighty as they were, and that provided a small template for Vucub-Came to resurrect his forgotten servants. New bodies would be made for them, bodies that could withstand their potency, and to that end, Vucub-Came sent his servants forth into Hell, to hunt the Angels that languished there and bring them into the fold. Those Angels corrupted by the Xeno-Angel were eager to tempt their brethren and snuck back into Hell, soon returning with others, forced or tempted with a way to bring about the end of humanity once and for all. Ten in number, these corrupted Xeno-Angels gathered before their Dark God, Vucub-Came, and received his blessing, combining their angelic power and sin-born strength with the calculating mind and devotion of the followers of Hun-Came of old. The Empire of the Night Serpent is reborn in terrible glory, the century’s long gambit complete.

More is yet required before the final transgression can be completed however. In order for Vucub-Came to claim the Throne of Heaven, it must ensure that the remnants of its enemies along with the upstart Godlings are either slain or distracted long enough that the Made God may corrupt the Throne of God and remake creation in its image. To that end, all of its newly awoken armies and generals are necessary sacrifices, to be sent forth in a wave of darkness to wash away all resistance. If they all die in the attempt, it matters not, for all this vast horde must do is distract while Vucub-Came worms and slimes its way through the remaining defenses and traps of Heaven that it may come to the Throne Room. Should it succeed and fully corrupt the Throne of God, the Made God of Sin and Transgression will remake all of creation in its own image, a final corruption and defilement of all that was ever good and holy.

Running this adventure

Now, this one may be a little tricky. Godbound is a game that is largely player driven where the world reacts to them while this adventure is designed to follow on the heels of Corpse-World Xibulba, nearing the end of a campaign where players are approaching level 10 and are looking to secure their influence upon the realms of Arcem and beyond. That being said, it wouldn’t be too much trouble to have an invasion of this magnitude even if the players have not played previous modules. The goal of this adventure is to introduce a type of total war where the pantheon has to put out multiple fires and deal with their neighbors before going to deal with the big bad. Whether using it as an excuse to conquer their enemies or find a common ground against a terrible enemy, this is intended to be a world changing event that the party will have to deal with the outcome of. Meaning this adventure runs on a bit of a timeline, as while the armies of the Empire of the Night Servant are attacking, Vucub-Came is worming its way through the defenses surrounding the Throne of Heaven, so that the party will have to figure out what’s going on, preferably sooner rather than later. Now as high level Godbound, the party should and probably will have access to fantastic resources, so many that it would be impossible to anticipate, but that’s the point. Ideally, you want to play these encounters as (relatively) straight as possible. Most of the followers and enemy armies may not even face the pantheon directly, but would serve to tie up the servants and cults of the party, leaving the PC’s to deal with the Made God themselves. That is not to say the actions of the party’s followers have no consequences however. The ancient god of the Empire of the Night Serpent was and remains a hivemind gestalt entity, having split parts of its consciousness and personal power up among its servants. Power that it can reclaim upon their death and spread among the remaining servants, leading to a quandary on how to deal with them. Leaving the generals to run about freely could cause serious issues among the party’s holdings, but killing all of them will return a great deal of power back to Vucub-Came while also making the remaining servants more powerful. The same thing in regards to the timeline. Vucub-Came is working through the defenses of Heaven while his servants are attacking, meaning that if the party decides to go directly after the Made God with everything they have, then they are leaving his armies to decimate the rest of Arcem, whereas if they choose to completely consolidate and rebuff the assault, then it could be too late to stop the Made God from corrupting Heaven. If any of the generals remain, then it stands to reason that Vucub-Came could summon them to his side during the showdown with the party, barring any sealing or locking down of their foes that the party has done. When running this adventure, make notes of 2 things. The first one is a hit dice “pool” representing the free power Vucub-Came and it followers can draw upon. Anytime one of the generals is killed, some of the excess potency flows into its brethren. Any excess hit dice over 10 is distributed among the remaining generals, to a maximum of 60 HD, while Vucub-Came immediately gains 3 HD. If need be, you can refer to the chart below or distribute HD as you see fit. If the party or their followers are in combat with more than one of the generals at a time, subtract their current hit dice from the new total, or if you really want to give them a challenge, have the enemies immediately heal up to the new total. If you use this option, be mindful of balance, as immediately healing the enemy could really throw off the difficulty

Generals Slain Remaining Hit Dice totals Vucub-Came’s HD 0 16, 16, 16, 16, 16, 16, 16, 16, 16, 16 50 1 16, 16, 16, 17, 17, 17, 17, 17, 17 53 2 17, 17, 17, 17, 17, 18, 18, 18 56 3 18, 18, 18, 18, 19, 19, 19 59 4 20, 20, 20, 20, 20, 20 62 5 22, 22, 22, 22, 22 65 6 25, 25, 25, 25 68 7 30, 30, 30 71 8 40, 40 74 9 60 77 10 – 80

In addition to the strengthening of its generals, Vucub-Came must overcome the defenses around the throne. The saving grace for the party is the Made God, while powerful, does not having near the flexibility of the pantheon, and must overcome the defenses through brute force, giving the party ten days to catch up to the Made God. I apologize in advance, because I know this kind book-keeping is an anal-retentive nightmare, but the countdown is more there to give a sense of urgency. If you don’t want to use it, or would rather hand wave it, don’t worry about it and just go with what you think would be fun.

Alternatively, tie the destruction of the servants in to the progress of Vucub-Came, but that it serves to slow the Made God’s progress. Each slain servant gives the party an extra day to catch up with the Made God but at the risk of making it stronger along with the damage they servants do to their pantheons domain.

If you want to be really mean, if they kill Vucub-Came before they finish off all the Generals, then it certainly stands to reason the Made God could resurface within the bodies of one of its servants. A worrying prospect indeed, as it will most certainly resume its goal of corrupting the world.

Servants of the Night Serpent

The great Generals of Vucub-Came, the Dark God of Sin, are the remnants of the mightiest warriors and priests of transgression. While they are now only pale shades of their former glory, their fragments have been placed into the mighty bodies of xeno-corrupted Angels, gifting them with a sure modicum of their former glory. As each reliquary of their souls is shattered before the might of the Godbound, their servants, or the heroes of the remaining mortal forces, the shards of those ancient cenobites gather into their remaining brethren, gifting them with a greater mastery of their dark gifts.

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When using the Generals, each one will have hit dice corresponding to the above totals, but as they grow in power, their offensive capabilities and sorcerous power will increase as well. Each one deals straight damage with their attacks, though the damage dice will increase as they grow in power. If 10-8 Sinners remain, their damage dice is 1d8 read straight, and their attacks are at a +10. If their number is reduced to between 7 and 5, their damage increases to 1d10 read straight, and their attacks increase to +15. When the dead outnumber the remaining generals, their damage increases to 1d12 read straight and their attacks automatically hit, except when only one of the Transgressors remains. Their true potency unlocked, their damage increase to a maximum of 2d6 straight damage with their attacks automatically hitting. Effort totals remain steady at a third of the total Hit Dice, while their AC depends on the Sinner. Their saving throw begins at 9+ and decreases by 1 for every two generals killed. Of particular note is that the generals always work in pairs, each bound to a similar Word, but when that pair is slain, the rest do not gain access to that Word, but are granted access to another Word. For example, if four of the Generals are slain, the rest gain access to 2 more Words, granting them access to three total Words. This continues until the surviving members have access to a maximum of four Words.

The Great Generals of the Night Serpent are as thus:

Xiquiripat- “Flying Scab” and Cuchumaquic- “Gathered Blood.” The first of the Great Generals of Vucub-Came, they are responsible for sowing the shedding of blood, for turning brother against brother, son against father. It is they who go among the people to sow discord and anger. Theirs is the sin of madness and betrayal, of men devolved into wild beasts until there is nothing left but the orgy of blood and slaughter. Each has a pale, sexless body, lean and sleek, with pale skin perpetually stained with blood from a thousand weeping wounds. Ridges and whorls of scabrous metal erupts from their skin at the joints, while wings made of scabs and feathers of blood unfurl from their back. Though they have the beautiful androgynous faces of angels done up in garish make up, their skulls elongated like the xeno-morphs, with scab covered bone spurs forming crude horns erupting at odd angles from the skull like a macabre headdress. Each bears a scourge formed of tendons, bone shards, and flint, while in the other it bears a drum of exquisite quality that it beats with the pommel of the scourge at random intervals Stats- AC : 3 Hit Dice : variable Attack: +variable x2 Damage: variable scourge straight Move 60’ fly Save : variable+ Morale : 10 Effort : 1/3 rd Hit Dice. Can act 3 times per round. Bound to the Words of Madness, later gaining access to Passion, then Vengeance, and finally Murder.

Ahalpuh “He Who Makes Pus,” and Ahalgana “Jaundice Demon.” The second of the Great Generals, Ahalpuh and Ahalgana are the Lords of Disease and Filth. It is they who spread the sickness of body, the breakdown and betrayal of the flesh, ravaged from within as pus and phlegm builds up and bursts forth from the corruption Ahalpuh and Ahalgana bring forth. A thousand sicknesses spread out from them like a sickly jaundiced aura. Ahalpuh resembles a suit of skeletal armor, like a hollowed out xenomorph as pus and sick leaks from between the slats and joints of the armor. It’s head is that a pallid skinned, bald headed woman from the front, as a dozen rat faces erupt from the back of its head. Ahalgana resembles little more than a sentient pile of vomit and pus, 15 feet tall twice as wide. Diseased limbs bob in and out of the pile of vomit, reaching and grasping before they are pulled back in. The two Lords of Filth wield illness as a weapon, causing killing tumors, blood diseases, and worse with a glance. Stats- AC : 3 Hit Dice : variable Attack: +variable x2 Damage: variable disease aura straight Move 60’ fly Save : variable+ Morale : 10 Effort : 1/3 rd Hit Dice. Can act 3 times per round. Bound to the Words of Fertility, later gaining access to Endurance, then Insects, and finally Entropy

Ahalmez “He Who Works in Filth” and Ahaltocob “Stabbing Demon.” Devout followers of Hun-Came and now Vucub-Came, Ahalmez and Ahaltocob were the left hands of the old Empire of the Night Serpent, the ones who come in the darkness. They were the ones who came from the dark places, the hidden places, down in the mud and blood and filth to carve up the enemies of the Night Serpent in a spectacular orgy of violence. They would wait until a target indulged in their deepest desires and was at their most vulnerable, He Who Works in Filth and Stabbing Demon would be waiting. Now returned to serve Vucub-Came, they are eager to continue their God’s bloody work. Ahaltocob is a 10 foot tall creature with the angular biomechanical appearance of many of the xenomorphs as though it were made of razor sharp blades, but its legs are split into 4 insectile legs. Its arms are long and multi-jointed with fingers that end in swords. An ornate headdress of razor sharp blades sits atop a perfect porcelain face. Ahalmez is quite different from its counterpart, forming itself from garbage and refuse into a roughly humanoid figure, dotted with pitted and rusting blades. Filth and refuse follow in its footsteps as the area around it becomes noticeably more filthy and decrepit. Stats- AC : 3 Hit Dice : variable Attack: +variable x2 Damage: variable blades straight Move 60’ fly Save : variable+ Morale : 10 Effort : 1/3 rd Hit Dice. Can act 3 times per round. Bound to the Words of Murder, later gaining access to Entropy, then Night, and finally Sword

Chamiabac “Staff of Bone” and Chamiaholom “Staff of Skulls.” When the Empire of the Night Serpent made their choice to reject morality, to reject the Word of God and go in the opposite direction, the once Wardens and Law Keepers of the old empire instead took to enforcing the law of no law. Those few that attempted to stay true to the law of God were instead hunted down by the Wardens, their punishment for following the word of God to be hollowed out, their will and very life force excised so that only the body remains to serve as a grisly warning and a useful tool. Now returned to the world of the living, Chamiabac and Chamiaholom serve as grim guards and overseers of the dead slaves called back to tend the lands of Vucub-Came. Both look like automatons made of flesh, with crisscrossing circuity made of veins, armor plating of bone, gears and cogs of flesh and tumors. The only true way of telling them apart is one holds a staff made of a twisting spinal column, while the other bears one of bone fragments bound together and topped with a triumvirate of skulls, one of a man, one of a beast, and one of a bird. Surrounding both of them are ranks upon ranks of the dead, called forth by fell power. Stats- AC : 3 Hit Dice : variable Attack: +variable x2 Damage: variable doom gaze or staff straight Move 60’ fly Save : variable+ Morale : 10 Effort : 1/3 rd Hit Dice. Can act 3 times per round. Bound to the Words of Death, later gaining access to Command, then Knowledge, and finally Artifice.

Xic “Hawk” and Patan “Strap.” The warriors and champions of the generals, Xic and Patan were sent to crush the life of the enemies if the Empire of the Night Serpent. It was they who would come upon men upon the road, without mercy or warning, and crush the throat and chest. They were as sudden death, coming in day or night and leave just as suddenly. Xic is an enormous bird man with wings of black chitin and the eyeless head of a xenomorph though with a wicked curved beak. Patan by contrast is a massive snake with a thousand hands, covered in the chitinous armor of the xenomorphs. When they are loosed, Xic and Patan will come with a single minded ferocity, determined to wring the life out of any who stand in their path. Stats- AC : 3 Hit Dice : variable Attack: +variable x2 Damage: variable crushing hands straight Move 60’ fly Save : variable+ Morale : 10 Effort : 1/3 rd Hit Dice. Can act 3 times per round. Bound to the Words of Might, later gaining access to Alacrity, then Journeying, and finally Murder.



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Each of the great generals will be accompanied by a veritable army of the slavering former citizens of the Empire of the Night Serpent, at least 3 Vast Mobs of Xenomorphs and one of the Queens to better take care of their servants.

Xenomorph Swarm (Vast Mob)- AC: 6 Hit Dice: 52 Attack: +5×3 Damage: 1d8+1 claws Move 40’ run Save: 13+ Morale: 8 Effort: 1. Natural Stealth: the Xenomorph vanishes into natural outdoor surroundings, becoming imperceptible to all onlookers for one round. The effect is broken if they attack or otherwise draw attention. Each use of this ability after the first in a scene requires the user to Commit Effort for the scene. Worthy foes can make a Spirit saving throw to pierce the concealment. Acidic Blood: Each time the Xenomorph is struck and takes damage from an attack in melee range, the attacker takes 1 damage from the creature’s acidic blood. Foes with multiple attacks only take this damage once per round. Overwhelm: 1d20 vs. 1 target with a Hardiness save to resist

The Wages of Sin

Now when Vucub-Came is ready to set its plan into motion, it will tear open the Night Roads around Xibulba and order its generals to unleash their might upon Arcem. Reminiscent of the Uncreated invasion of Ancalia, the Night Roads will tear open, this time unleashing the creations and monsters of a lost civilization on the lands of Arcem. While how this affects the lands of the players is obviously up to the GM, but they are not the only targets of Vucub-Came. War has come to the land, each nation finding itself embattled. Obviously some will handle this better than others, and as the GM, you can obviously decide how this will go. However, if you don’t want to do that, or have areas that the pantheon has not yet gone to, you can use the below guide for how the nations of Arcem handle this crisis.

The Bleak Reach has a particularly rough time. Despite the varied threats, the people who live there are not united enough to properly repel the threat. Community after community will fall to the scourge of the Xenos. Fortunately, or not so fortunately, the rampages of the monsters awakens the ancient warmachines of the Din. Vast horrid monstrosities of metal and circuity will rise, weaponizing the poisoned karma of the Bleak Reach into a terrible plague, doing battle with the Xenomorphs and sending shockwaves of blighted luck radiating outward from the Reach.

The Ulstang Skerries, lead by their terrible Witch Queens, their bound undead, and their vicious raiders fares better than some, but pays a terrible price. Almost half of their population is slain by the invaders, as well as several of their Witch Queens. The saving grace of their undead thralls serves to defend them for a time, until Chamiabac and Chamiaholom themselves pay the Skerries a visit, turning many of the dead back upon their masters. Embattled on many sides, the Witch Queens now look outside of their borders for any that might come to their aid.

The Atheocracy of Lom finds itself in dire straights at the arrival of the invaders. While the Anti-Priests do their best to stem the tide, the xenomorphs feast upon the peasantry, swelling their numbers ever further. Terrifyingly enough, those xenomorphs formed from stiflers exhibit the ability to generate cold breath themselves, further strengthening their already formidable powers. To make matters worse, many of the angelic overlords of Lom see this chaos as a perfect opportunity to take vengeance on Man. Dozens, if not hundreds of Anti-Priests find themselves the targets of Angelic Assassins, cutting off the ruling class and throwing the rest of the populace further into chaos.

Surprisingly, Ancalia may actually benefit from this terrible invasion. With the spread of the xenomorphs, the husks and Uncreated monsters now find themselves locked in battle with the otherworldly creatures. While the human inhabitants hunker down and watch, waiting with baited breath for the outcome of this battle, the Uncreated Lords themselves are stirring. Perhaps this land is tapped, and a change of scenery may be just what is called for.

The Bright Republic is falling. Despite their advanced weaponry and technology, the sudden invasion of extra-terrestrials is almost to much. Many of the etheric nodes were destroyed or heavily damaged in the fighting, crippling the infrastructure. Without assistance, the Bright Republic will soon fall, their island now only a home for the xenomorphs and the dead.

The Howlers are no stranger to the attacks of monsters and hideous creatures. The tribesmen are hardy and battle tested, but they have never seen creatures like this. The mutated creatures of the Howlers serve as ample opportunity for the xenomorphs to expand and change, taking on the qualities of many of the monsters of the wastes. Despite their strength, the tribes need to unite behind a strong leader, else they will fall divided.

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Vissio’s great cities are rapidly becoming their tomb. Despite the ingenuity of their clockwork creations and the skill of the Razors, the great impenetrable cities have quickly become a hunting ground for the aliens, feasting upon the citizens who think themselves hidden behind their walls. If something is not done, the xenomorphs will turn the cities of Vissio into vast hive-cities, breeding grounds for monsters.

The Oasis States has become a killing ground. The vast hydroponic pyramid cities are ripe for the plucking, and the various genetic modifications of the Oasis States nobility serve only to strengthen the xenomorphs, now exhibiting enhanced abilities due to incorporating the enhanced abilities into their own genetic code. To make matters worse, those that flee the pyramids most often find only death on the sands. A few things, however, stand between the citizenry of the Oasis States and utter annihilation. The Sand Princes, with their knowledge of the desert, have taken to fighting the invaders in a ruthless guerilla war, burning the invaders with the flame magics of gathered Cinnabar Order practitioners before fading back into the sands. Perhaps even more fortuitous is the rise in individual thought and anomalous behavior exhibited by the xenomorphs born form the Oasis State citizenry. The birth defects and mutations from the failures and byproducts of the eugenics programs have affected the invading monsters as well, causing dissension among the otherwise functioning hivemind. A cunning tactical mind could perhaps take advantage of this chaos, leading to new hierarchy in the Oasis States, should it survive.

Nezdohva is in turmoil. While the mechanical boyars and auto-Cossacks are more than able to hold their own against the aliens, the rest of their populace is not so lucky. Withdrawing their main forces to protect the Iron Tsar, the serfs have become prey for the xenomorphs, having been able to replenish their numbers even as they do battle with the automaton masters of Nezdohva. The artificers have become even more valuable as the only means of restoring the boyars numbers, and should anything happen to them, it is only a matter of time before the rest of the automatons fall. To make matters worse, it seems the generals of the Vucub-Came have realized this. More and more of the valuable artificers have been found cut to pieces in an orgy of violence. Ahalmez and Ahaltocob themselves are on the hunt, eager for slaughter.

The Raktine Confederacy, already once decimated by the attacks of monsters from the Uncreated Night, has been pushed to the brink. When Vucub-Came unleashed his armies and tore open the Night Roads, those one that had been held under guard by the Black Academies tore open, vomiting for the horrors of the Made-God of the Night Serpent. Though valiant Curse Eaters have attempted to stem the tide as best they can, they are too few and too late. Even those great eldritch powers of the Black Academies are failing, the great monsters they once held in stasis now freed to take vengeance alongside the xenomorph threat. The people are looking to a savior, but who will come?

The Patrian Empire, with their vaunted legions, had managed to hold off the worst of the xenomorph advances. Meeting the claw, fang, and acid of the alien with steel, solid discipline, and faith, the Patrians were able to throw back the worst of the alien attacks until they garnered the personal attentions of Xiquiripat and Cuchumaqic, whose mind burning magics tore through the ranks of many legionnaires, turning them against one another and offering up easy targets for the xenomorphs. While the bishops and clergy of the One were still able to hold back the worst of the mental infection, a toll was still taken on the remaining legions as they steadily retreated. Now in a prolonged siege as the creatures feed and grow on the slave population, the people of Patria are becoming increasingly desperate as the scourge grows.

The Regency of Dulimbai faces similar problems as its neighbor and enemy to the north. The xiaoren and junzi alike are fodder before the vicious xenomorphs, and even the potent Li-magic and Neo-Taoist spells can do little to the alien and antithetical thought of the invaders. Fortunately, the ancient war machines of the Ren and the True King can still be activated, but another problem has arisen. Ahalpuh and Ahalgana, the harbingers of disease, have decided to make their influence known. Virulent plagues and epidemics are devouring the Dulimbaians almost as quickly as the xenomorphs. While the Altars of the True King hold back the worst of the disease, many of them are failing. Without someone to drive back the invaders and cure the worst of the ravaging sicknesses, Dulimbai will fall, invaders and plague doing what the Khamite Empire and the Din could not.

The Horse Lords of the Toba Plains are perhaps best suited to dealing with the invading xenomorphs. Their skill at mounted combat and archery allows them to engage the monsters without falling victim to the acidic blood of their foe, while their open terrain leaves few places for the creatures to hide and ambush. The lamaseries have seen fit to unleash many of their guardian deities and bound demons to do battle with the xenomorph scourge, and the protective sutras are well suited to keep the monsters from penetrating too far into the lamaseries. Despite this issue facing their people, there are those ambitious enough to see this crisis as an opportunity, using the chaos as a means to advance their own position. More than a few lamaseries have found their protections suddenly fail, or their guardian demons banished just as the monsters descend on them. The culprit must be found before to many more fall before the balance of power is upset to greatly and there is no one left to stand against the invaders.

The Thousand Gods, with their theo-technical marvels and myriad Parasite Gods, have managed to fight a desperate battle with the xenomorph invaders. The tribal champions and the Parasite Gods have awoken the ancient theo-tech defenses, activating massive godwalkers and unleashing them upon the horrid brood of Vucub-Came. Even the Godkillers that stalk the jungle have put aside their mission to hunt the xenomorphs. Yet for all the power contained in the divine machinery and various tribal gods, something is killing them. Xic and Patan, the hunters and champions of the Sinners, are prowling the jungles of the Thousand Gods, eager to break the bodies of the Gods within and the souls of the worshippers that follow them.

With the onset of invasion, the people of the Kasirutan Archipelago fled onto their ships, escaping into the open waters to flee from xenomorph menace. Though a great many were lost, more were saved as the Kasirutans fled their homeland. The issue facing them now is that they have become a refugee fleet, forced to ration their food and supplies until they can find a place to resettle and rebuild in order to reclaim their homeland. Without some way to address the issue of supplies, the Kasirutans risk a slow death by starvation or worse should they stray too close to shore.

Storming the Gates of Heaven

Now to the meat of the adventure. After dealing with or ignoring the Generals of Vucub-Came, the pantheon now has to deal with the Made God themselves. Again, as high level Godbound, the pantheon can and probably does have access to some quite potent knowledge gathering gifts, allowing them to divine the nature of the Made-God and its retainers, meaning that they need to try and head off Vucub-Came before he can claim the Throne of Heaven. To do so, the party needs to find a Night Road that will take them near the Throne Room and get past the defenses still remaining. In terms of running this, from the start of the invasion, it will take Vucub-Came roughly 3 to find the gates of Heaven, 2 days each to traverse the three rivers, 1 day to navigate the Crossroads, and 1 day each to bypass the six deadly houses that protect the Throne before he can claim it. In order to catch the Made-God, the party will have to find a suitable Night Road, and follow the route of Vucub-Came. Again, if you don’t want to worry about a timeline, then hand wave it, and have Vucub-Came waiting there for them when they arrive for the finally showdown.

The Three Rivers

The first of the many trials to the Throne of Heaven, those who seek it must cross the three barriers. Not so much rivers as immense walls, the first is made entirely of creeping, crawling, stinging scorpions. The scorpions produce a dangerous venom that even the angels fear, as the venom does not only sear the body, but the soul as well. Attempting to cross this river without any protections will force a player to make a hardiness save at -4 or take 1d10 straight damage and cause a constant Cold Breath of 2 to the Godbound that failed that lasts as long as they remain in Heaven. Leaving Heaven will result in lost time, but will allow the Cold Breath to dissipate.

The second “river” is an ocean of blood that must be traversed. The blood is of all those slain in violence, and bears the mental anguish of murder within it. As long as none of the blood is consumed, a Godbound will remain free of the effects. While it seems relatively simple to get around the ocean by simply flying over it, this area is watched over by Camazotz, a guardian bound into the fabric of Heaven. In the aftermath of the Shattering, the few angels remaining chose one of their number to remain as guardian, twisting its countenance and giving it the mission to ensure that any who ventured here would be forced to taste the blood and to understand the scale of attempting to take the Throne of God. To understand how many lives were sacrificed in violence for the lust for power. Anyone whose head dips into the blood is overwhelmed with images of violence and death, causing them to lose their next action. Only if someone pulls them free can they act normally. (Note: this is a mental effect) Camazotz will be flying overhead in a darkened sky, watching for any that would dare cross the ocean of blood. If it cannot see anyone, it cannot attack them. Camazotz itself looks like an enormous bat carved from obsidian and granite blocks, its fangs and wings perpetually leaking blood.

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Camazotz- AC: 2 Move: any location within sight Hit Dice: 50 Save: 3+ Attack: Two automatic hits Damage: 1d12 blood claws straight Morale: 12 Effort: 15 Can act 3 times per round. Bound to the Words of Death, Night, Birds (Only affects Bats), and Alacrity. Cold Breath 3

1d6 tactics

1- Psychically assault the strongest looking, or most warlike enemy

2- physically attack the nearest foe, seeking the most wounded in an attempt to put them out of their mercy

3- Commit effort for the day to call forth a vast swarm of undead skeletal bats. Stats as a Vast Mob Verminous Swarm , but it heals 1 HD after damaging an enemy

, but it heals 1 HD after damaging an enemy 4-commit effort for the scene to fly faster than the eye can see, gaining an invincible defense against harm as it is simply too fast to be seen

5- Camazotz commits effort for the scene to give a titanic flap of its wings, sending out gale force winds at its foes. All enemies must make a hardiness save at -4 or be thrown back 50 feet and fall prone

6- Camazotz unleashes a flurry of bloody obsidian shards in a 150 foot long cone. All foes in this area take 6d8 damage with an evasion save for half.

The third “river” a liquid wall of squirming corruption. Originally coming from Hell itself, this river was the darkness, evil, and corruption of the human souls that was purged from them during their time in Hell. Those who wish to look upon the Throne Room of God must walk through, letting the river purge their sins from them. Of course, depending on the sinner, this could wash away quite a bit. As a GM, you kind of need to judge your players a bit. Don’t worry, I do it all the time. Basically, you have to look at the character and their deeds, deciding if they are particularly guilty or less so. For those spiritually pure or virtuous, they can pass through the river of corruption with no issues, merely feeling a slight tingling. For those who have dirtied their hands somewhat, but remain morally upright, they can pass through but must make a spirit save or for the next day must commit effort for the scene to activate their non-constant gifts or invoke miracles. If the Godbound is right in the middle of the morally grey area, then the river will cause greater issues, requiring a spirit save or blocking their divine power, forcing them to commit effort for the scene anytime they activate a non-constant gift for the next day. Finally, if the Godbound is right squarely in the evil overlord camp, no judging, but the river of corruption sure will. Any particularly edgy character must make a spirit save at a -4 or have their power sealed for the next day, meaning that they take a 1d10 damage die and must commit effort for the scene anytime they activate a non-constant gift. That being said, the river is not infallible, and can be tricked. Whatever players can come up with that sound plausible, I say run with it.

Once the three rivers have been crossed, a short distance away is the next task, the Crossroads.

The Crossroads

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Standing on a massive stone dais, miles wide underneath a sky filled with galaxies and nebulas, are twelve figures, cloaked and hooded. Each of these figures sit upon stone benches, still as a statue. Even seated, they are near 15 feet tall, their features hidden beneath their robes. Before them is a single stone bench, facing the rest as they are arrayed out in a semi-circle. Stretching out in four directions from the figures are four roads, one Red, one Black, one White, and one Yellow. Standing before the party are effigies of the Archangels, the last remaining guardians of Heaven as it was, though not as they themselves are now. In order to continue on the path, the party will need to greet the archangels properly, as they will hear from a voice in their heads when they get close. The problem is that of the twelve statues, only one is actually an archangel, the archangel Lucifer, the beloved and most loyal son of God who remains to guard its father’s domain. Lucifer remains to find out who is wise enough to claim the throne. The pantheon must figure out some way to discover which one is actually the archangel, and which is merely a statue. Once they figure out which one is the real archangel, through various gift shenanigans or like how they did it in the Popol Vuh, by pinching the figures until they found out which was real, Lucifer will reveal itself in all its glory. An enormous creature, near 30 feet tall and shining like the sun, Lucifer will point towards the White road as the way to the Throne. Lucifer itself will not fight with the party, and does not use words as we understand it, speaking completely in Primordial, its meaning conveyed without doubt. The most loyal son of God will not fight, disappearing completely if attacked, only to reappear among the benches, completely unharmed a few moments later. Once the archangel has revealed the way to the Throne, the party will be able to take the White road towards the Throne. Should they choose to ignore this test and instead just pick a road to take, the winding, twisting paths will all eventually take them back towards the Crossroads. The archangel’s influence exists to hold a would-be challenger to the Throne in Limbo until they have demonstrated at least some wisdom worthy of rule. Once the pantheon has worked through this puzzle, the road will take them through the next of the defenses, the Six Houses.

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The 6 Houses

After an indeterminate amount of time, the party will come upon the first of the Houses, Quequma-ha the House of Gloom. It is a place of impenetrable darkness, where all light will inevitably burn out. The only way to pass through the darkness is to summon light. Artificial or from within, it matters not, all that matters is that the light is unending. Failing to have proper illumination means that the foolish one will be lost forever in darkness, doomed to wander forever. With the proper means, the pantheon should be able to traverse the House of Gloom in a matter of hours. Upon exiting the house, the pantheon will have to descend down a long and winding path on the side of a mountain, eventually coming to a vast arch made of pure ice, etched with Primordial characters proclaim the Second House, the Cold House.

Entering Xuxulim-ha the Cold House will greet them with a monumental blast of freezing air. All round them is an enormous ice cavern perpetually raining hail, filled with scouring, gale force winds, and cold as the inside of a black hole. Without some way to banish the supernatural cold, even a God will freeze solid in a matter of minutes. Anyone not protected against the cold or the environment takes 1d10 straight damage from the cold for every hour they remain in the Cold House. To make matters worse, the wind and hail serves to obscure the exit, making it extremely difficult to get across, requiring a successful wisdom attribute check at -4 to navigate. While getting to the otherside of the Cold House normally takes about 4 hours, failing the check adds an additional 1d4 hours before they can attempt to navigate the Cold House again. Once they pass through Xuxlim-ha, the pantheon will find themselves upon a road of near transparent glass overlooking a vast primordial jungle. Near a mile away is a massive mountain jutting up from the forest like a jagged knife. Balami-ha, the House of Jaguars is near.

Balami-ha, the House of Jaguars, is a rough cut cave in the side of the mountain. Growling and snarling can be heard from inside and shards of bone fragments litter the ground. Red eyes of predators glint out from the darkness, glaring at the party. Just as they are about to enter, a single jaguar will exit, though calling it just a jaguar does the titan little justice. Near 15 feet tall at the shoulder, this primordial beast is almost 45 feet long and veritably radiates with power as near it, plants bloom and twist. In a fraction of a second, it appears as a tall, imperious man in a jaguar pelt, though the sheer presence he exudes is not lessened in the slightest. Announcing itself as Balam Quitze, it is the first of the four who hold dominion over Jaguar House, the Home of the First to be Framed and Shaped. Only those who would give them the bones of the earth would be allowed to pass. As it speaks, three more massive jaguars can be seen inside, along with an innumerable amount of other jaguars. If the party can give the jaguars what they desire, they will be allowed to pass unmolested. If they cannot give them the bones of the earth as they desire, then they will take from them the crunching, the gnawing, and the eating, the Paq’aq’ik. For particularly savvy players, or ones with the knowledge gift, the bones of the earth are gold and precious gems. A wealth expenditure of 5 per player would be sufficient, or if the party finds themselves without the necessary liquid funds, slaves or something of similar value would pacify the jaguars within. If the party chooses not to pay, then Balam Quitze will calmly turn and walk back into Balami-ha to await them. Await the party, should they choose to fight, are Balam Quitze, Balam Acab, Mahucutah, and Iqui Balam, the First Four guardians of Balam-ha, in addition to the near inexhaustible amount of jaguars. That being said, the beasts are not all seeing or all knowing, and the mountain is made of normal stone, so depending on how things go, it may or may not be a matter of navigating around the beasts. Once the party has descended down the inside of the mountain, they will notice a steady increase in heat, until they stand before an enormous ring of fire, the entrance to the House of Flame. (Note: Ba’Lam in the K’iche language means “powerful.” The ancient Mayans used Ba’Lam in the Popol Vuh as another name for jaguars, because they were big ass, powerful cats. If having jaguars in Heaven doesn’t quite fit your cosmology or game, change it to something else) Balam Quitze (titanic beast)- AC : 5 Hit Dice : 15 Attack: +10 x2 Damage: 1d10 claws straight Move 60’ run Save : 5+ Morale : 10 Effort : 12. Can act 2 times per round. Bound to the Words of Beast and Fertility Balam Acab (titanic beast)- AC : 5 Hit Dice : 15 Attack: +10 x2 Damage: 1d10 claws straight Move 60’ shadow walk Save : 5+ Morale : 10 Effort : 12. Can act 2 times per round. Bound to the Words if Beasts and Night Mahucutah (titanic beast)- AC : 5 Hit Dice : 15 Attack: +10 x2 Damage: 1d10 claws straight Move 90’ run Save : 5+ Morale : 10 Effort : 12. Can act 2 times per round. Bound to the Words of Beasts and Journeying Iqui Balam (titanic beast)- AC : 5 Hit Dice : 15 Attack: +10 x2 Damage: 1d10 claws straight Move 60’ fly Save : 5+ Morale : 10 Effort : 12. Can act 2 times per round. Bound to the Words of Beasts and Sky Jaguar Horde (Vast Mob)- AC : 7 Hit Dice : 54 Attack: +4×3 Damage : 1d10 bite Move 40’ lope Save : 13+ Morale : 8 Effort : 1. Overwhelm : 1d10 vs. Hardiness save. The Jaguar Hordes are essentially inexhaustible, but the space means that only one vast horde can get at the pantheon at any one time. If the party deals enough damage to put down the horde in a round, they will be spared any attacks from them that round. Once the four Jaguar Lords are slain, the rest of the hordes will leave them in peace.

The fourth house, House of Flame, stands before the pantheon. An enormous, roaring, burning, vicious inferno like the center of a bright star. In fact, it is a star, and merely being within 100 feet the heat causes 1 point of damage per round. Anyone attempting to move through the House of Flame will be burnt to nothing in a matter of moments. Getting through will require some kind of invincible defense against fire or heat, or some other crafty use of Words. The players are high level Godbound, let them figure it out. Upon passing through the star and reaching its center, they will find a simple wooden door, untouched by the inferno. Stepping through will lead them to the Fifth House, Chayim-há, the House of Knives

As the door opens into Chayim-há, the House of Knives, the pantheon will be greeted with an eerie quiet and unearthly stillness. The only thing breaking it is the loud screech from the first step onto the wooden floor boards that make up the house. Darkness reigns all around, only lit by the light of the star in the doorway. A slight shimmer is the only indication of the danger of the House, as all around the air is filled with knives. Big and small, smooth and jagged, made of glass, obsidian, steel, and other more esoteric materials, the knives all wait here, hungry for sacrifice. The door to the exit is perhaps a few hundred feet away, but the moment anyone tries to cross the killing grounds, they will be struck by a rain of knives. How they get across is up to them, but the knives have a little secret. Once they have tasted flesh, they fall inert, meaning that particularly merciless PC’s could use summoned minions or servitors to block their path. Any one attempting to get across with out protection will take 10d6 damage per round due to the knives, with the way across 200 feet away. Once the pantheon has made it to the other side past the knives, the terrain will almost imperceptibly change into that of an ancient, primordial cavern. The pantheon has entered Zotzi-há, the House of Bats

Zotzi-há, the House of Bats is the final House and the final test before entering the Throne Room. Once the pantheon enters the cavern, the dripping of water and enormous stalactites and stalagmites the size of buildings greet them. As they venture through, the chittering of bats will steadily increase until it reaches a roar as trillions of bats descend upon them in a swarm that could blot out the sky of an entire world. Even the greater and most destructive of weapons can do little more than slow the swarm of apocalyptic proportions. Merely being out in the swarm without protection deals 2d12 straight damage to creatures of flesh and blood. To make matters worse, the cavern is without end. The only way to beat the swarm is to wait it out and protective cover. The final test is a test of patience, as those who wish to sit upon the Throne of the One must demonstrate the strength of spirit to weather the storm. Once the pantheon has figured out that they must wait out the bats, they must each roll a spirit save while waiting to resist the driving impatience that creeps in. Failing means they stick their head out, dying instantly as their head is removed by the swarm. Unless they can survive without their head of course. Once the party has waited long enough (your choice) they will feel the steady warm glow as something has changed. The Throne awaits.

The Throne of God

The Throne Room of God, the High Place of the One is a grand thing and a deeply personal one. In terms of looks, as the GM you should go around the table and have each player describe what they believe the Throne Room of God looks like. As a divinely morphic thing, the player’s perception is the reality and is just as real to them as another player’s perception is to them. The only commonality among all these vision should be the Throne itself. An enormous throne upon a stone dais. Simple, unadorned, and majestic. All around it are the skeletal remains of those who strived to sit upon the Throne, but were unworthy. Standing before the Throne is the pantheon’s quarry, Vucub-Came, the Made God of the Empire of the Night Serpent, the Father of Wickedness, the Lord of Taboos, the Sinner.

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Much like the Throne Room, to view Vucub-Came is to look upon one’s worst sins made flesh. Again, the Gm should go around to each of the players and ask them to describe what they think a creature made of their worst sins and broken taboos would look like. To that specific character, that is exactly what Vucub-Came is and what threatens all of reality should Vucub-Came take the Throne and exert its dominion across all of reality. A consummate tempter, Vucub-Came will give each member of the pantheon one last chance to join it as it conquers the universe, possessing preternatural knowledge of each character’s failings, hidden desires, and their worst sins. What it offers is absolution, a chance to shrug off the choking noose of morality and exult in what it deems as “true” freedom. Of course, the characters have the choice of whether to join it or not, but if they choose to throw down with the Made God, then game on. Vucub-Came will come at them with everything it can, determined to put down the upstart Godlings and ascend the Throne of Creation. If any of Vucub-Came’s generals remain, they will appear at its side in a burst of black flame

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Vucub-Came- AC: 0 Move: 120’ teleport Hit Dice: variable (see above) Save: Always Successful Attack: Two automatic hits Damage: 2d10 sinner’s claws straight Morale: 11 Effort: Special (follows rules of a Made God Godbound pg. 149) Can act 3 times per round. Bound to the Words of Filth, Insects, and Entropy (add Endurance if you would like an extra challenge)

1d6 tactics

1- Discorporate into a pile of filth and insects, reappearing above the battlefield and leaving a 30 foot Zone of Danger behind from the biting insects and spiritual corruption

behind from the biting insects and spiritual corruption 2- (Smite) Vucub-Came spends a round calling up horrific images of torture and sin. All foes that can see this display must make a spirit save or be so demoralized that are unable to attack Vucub-Came until they successfully succeed on a spirit save, which they can attempt on the end of their turn

3- Vucub-Came targets a foe and attacks with everything it has, prioritizing the most morally upright or noblest enemy

4-the Made God explodes into a wave of corruption in a 300 foot radius before reforming in the same spot. All enemies in this wave must make either a hardiness, evasion, or spirit save, whichever is their worst. If two or more saves are tied for the worst, the enemy may choose one. If the enemy fails a hardiness save, their flesh is corrupted, causing them to take 1d12 damage at the start of each round for the rest of the scene. If the enemy fails an evasion save, they find themselves covered in leeches and trailing bits of black mucus, causing them to always take the maximum possible result on damage rolls for the rest of the scene. If the enemy fails a spirit save, their mind and soul are poisoned by sin, causing them to automatically fail all saving throws unless they spend effort to automatically succeed for the rest of the scene

5- Vucub-Came lashes out all around it at every enemy in sight, varying its attacks with each foe. From striking out with fetid claws, vomiting corruption, calling down cold black flame, or psychically assaulting a foe, Vucub-Came attacks in a rampage

6- The Made God reaches out with a horrid curse to infect the mind, body, and soul. Tendrils of flesh, garbage, and perverse thought spread out affecting one enemy within 30 feet. Anyone targeted by this ability must make an evasion save, then a hardiness save, and finally a spirit save. Failing one saving throw causes the victim’s speed to be cut by half. Failing two saves causes the victim to be stunned and unable to take any actions. Failing all three means that the character is now under the control of Vucub-Came. A player can repeat one saving throw at the end of their next turn, ending one effect on them until they are free of Vucub-Came’s influence.

Epilogue

When Vucub-Came is finally slain or pacified, the Throne is now open and ripe for the taking. A paradise is ready to be formed, as the Pantheon has now gained dominion over Arcem. That doesn’t mean they can hold the Throne however. With the destruction of Vucub-Came and the Pantheon’s ascension to the Throne, the other Made Gods that once vied for supremacy are now waking up, eager to resume the conflict after the long ceasefire. The Gods of Old are activating their old warmachines calling on old pacts and ancient oaths, sharpening their knives in their own bid for true godhood. Even more terrifying is that they are not alone. The dark beings that dwell in the void, the Uncreated Lords, seeing the rising of the Pantheon as an opportunity. The One is well and truly gone, and these upstarts and pretenders are vulnerable. The prelims are over, time for the main event

The Word of Filth

The Word of Filth, written by u/navanax_inermis and used with permission. The central focus for Vucub-Came, this is an awesome word and quite well done in my opinion.

Word of Filth “An exercise in poor taste” — tagline, John Waters’ Pink Flamingos

“All’s good if it’s excessive.” — The Bishop, Salò, or the 120 Days of Sodom

You master and take power from defilement, whether via physical filth or acts of abjection and transgression. You exult in disgust and shame, while substances others consider waste are your meat and drink.

This Word is intended to reflect a mythic rather than rationalist paradigm, in which, fairly or not, physical and moral uncleanliness are often conflated. As 21st-century postmodernists, we know that a noble alpha wolf and a garden slug both have indispensable roles in the ecosystem, and that sufferers of leprosy are not literally “unclean,” yet in the primal worldview of archetype and myth the leper and the slug will be viewed as “filthier” than the wolf despite the wolf arguably being the most dangerous of the three.

Granted Power: Your Constitution is raised to 16, or 18 if it was already 16. You may defile up to three cubic feet per round of any normal foodstuff or liquid, turning it inedible or otherwise spoiling it. Conversely, you may eat or drink any substance so long as it would have at one time been edible, gaining nourishment as normal from so doing. Finally, you have an invincible defense against any normal or magical effect that evokes or derives from disgust, shame, or loathsomeness.

Lesser Gifts

Compost Citadel- Action Commit Effort for the scene. As an action, you can conjure up to a twenty-foot cube of rot, offal, and waste in whatever shape you desire. Though deliquescent and soft to the touch, it is as sturdy as a solid designed by a skilled structural engineer. If made into a barrier at least a foot thick, it absorbs three times your level in damage before a creature-sized hole is punched through it. At the GM’s discretion, lesser foes susceptible to revulsion might have to make a Morale or Hardiness check to harm, come near, or even get within olfactory range of the structures. Unless you maintain them through further expenditure of Effort, these constructs decay to uselessness in a day and dissipate entirely in two.

My Loyal Secretions- Action Discharge a body fluid, expectoration, or waste of your choice (including blood), then Commit Effort for the scene. Your expulsion transforms into a single servitor of hit dice no more than twice your level, or one Small Verminous Swarm Mob for every three levels you have, rounded up. The Spawn are perfectly loyal but collapse into their component substances when you use this Gift again to summon a fresh batch.

If you take physical damage and at present have no summoned Spawn, you may Commit Effort for the day to evoke this Gift as an Instant Action, the Spawn immediately coalescing from your spilled blood, charred skin, or other injury.

Noxious Stench- On Turn Commit Effort. You inflict your Fray Die on all lesser foes within scent range (usually 100 yards or so). Foes reduced to zero HD are dead or incapacitated with nausea at your discretion.

The Sore on My Soul- On Turn Choose a visible target. You learn your choice of the target’s deepest shame or vilest deed. If you commit Effort for the day, the target is marked such that every sapient being viewing the target instinctively knows what you know, though they might have no proof.

Worthy foes gain a Spirit save not to reveal their secrets to you.

Spasm of Loathing- Action Commit Effort for the scene. As the Word of Passion’s Terrifying Mien, but foes must make a Hardiness save instead of a Morale check, as rather than being frightening you are simply too disgusting to bear.

Vile Body- On Turn Commit Effort. You are so loathsome that others are reluctant to look at you, let alone engage you in melee. You have AC 3 vs. all attacks, and any corporeal creature (other than a creature bound to this Word) attacking you in melee with natural weaponry takes 1 HD damage from contact with you.

Greater Gifts

Excrescence on the World’s Skin- Action Commit Effort for the day. You curse a radius of up to one mile per Godbound level, turning it into a cesspool of filth, mucus, and excrement. Plant life immediately dies, the earth turns to stinking sludge, water becomes unfit to drink, and nothing can live there except creatures who consume carrion or waste products. Travel through this region takes place at a rate no faster than within a particularly inhospitable swamp, and at the GM’s discretion travelers might suffer hazards from sinkholes, “quicksand”-like regions of unstable sludge, or disease.

Never Be Clean- Again Action Commit Effort and curse or bless a faction or community with a Power score no larger than half your level, rounded up. Your presence in a settlement precipitates the area’s rapid degeneration. Art turns to the vilest pornography, hygiene deteriorates, pristine neighborhoods decay into slums, food and water are befouled, and industry collapses into idleness and depravity. The area immediately gains your choice of a Problem (if you intend to cripple the faction) or a Feature (if your intent is to create a foul but functional “hive of scum and villainy”) having to do with physical and/or moral degeneracy.

Granted Features can defend but cannot be sacrificed on a loss. Empyrean Wards do not hinder this effect unless the entire area being cursed or blessed is protected by the ward. The curse or blessing manifests very rapidly in the course of a day and lasts for as long as the Effort remains Committed.

Sin-Eater- Action (Smite) Commit Effort for the scene and choose a visible target. You rip the target’s impurities from it, physically wrenching them through the target’s flesh and consuming them. The target takes a number of dice of damage equal to your level, the die type adjudicated according to the GM’s judgment of the target’s physical and moral purity, by broadly accepted societal standards: • Completely innocent, nonsapient, or instinctual: 0 • Significantly purer than the baseline: 1d4 • Baseline level of impurity: 1d6 • More than normally impure, and/or instinctual creatures broadly condemned as “vermin” (rabid rats, oozes, flies, worms and slugs, etc.): 1d8 • Impure to a criminal or societally disruptive level: 1d10 • “Wickedest Person Alive”; utter anathema to anything decent: 1d12

A target who takes at least 2 points of damage heals you for half the damage taken, rounded down. You may heal in this manner from only one sin-eating per day.

Sapient targets reduced to zero HD may, should they choose, opt to avoid death in favor of renouncing their previous ways, becoming exemplars of personal hygiene and moral rectitude. For lesser foes, this change is permanent, while worthy foes may revert to their old habits in (1 + Spirit save target number) days.