As usual, before I start my wild ramblings, I’d like to direct your attention to a truly fantastic module, The Gardens of Ynn. This one of those truly great adventures that makes you sit back and go wow. If anything I write is even half as good as this one, I would consider it a success., and as you’ll see, I used some elements from her module when traveling through the Night Roads. Go check out more of Emmy Allen’s work here. It’s pretty kick-ass stuff

Arcem is world of rich history, littered with the remnants of Empires broken by ancient war. Some cling to old traditions, others adapt their ideals to fit a new time, while yet more abandon the mistakes and foolishness of the past but must live with the consequences of their actions. Many a scholar has pondered through the complex machinery of the Din, contemplated the grand artifice of flesh left of the Khamite Ideotribes, or examined the scraps of Li-magic left by Ren ancestors, but where these truly the only relics left? Were these three empires and their offspring the only survivors of the Shattering that left the world bereft, floating in the infinite void of the Uncreated Night? Conventional wisdom tells us these were the great Empires that went to war, creating Divine Golems and godly war-machines to do battle over the true ideal of perfection. Yet in hidden tomes and forgotten grimoires, locked away in vaults buried within the depths of the earth and guarded by eternally unblinking sentries are stories of other places, other lands and people that wielded power to match the theurgic might of the Empires of Old. One of these dominions, its name a curse, synonymous with evil at the height of its potency, was the Empire of the Night Serpent. Those few sources containing any sort of information on this ancient institution are little more than speculation and half-truths, but the legends say that this Empire was among those who originally stormed the gates of Heaven and unbarred the door, charging headlong into the throne room of God. Eager to look upon the face of the One and to lay before Him the collected prayers of a faithful people, those would be seekers were shocked to find the Throne empty. Unable to face this revelation, many of the invading theurges committed suicide, unwilling to deal with the idea of a reality without the guiding hand of a benevolent deity. Those that survived, returned to their people, dejected and broken. Spreading the word of the events of the storming of heaven, a panic arose in the streets of this ancient empire, a panic that slowly morphed into something far more sinister.

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When the initial fear of a rudderless existence faded, it grew into an idea, a rejection of conventional morality, for if there was no God, no guiding light to give meaning to the existence of man, why then must man be beholden to anything but his own whims? Like a spark among a dry forest, this poisonous idea, this rejection of morality took hold within the minds of the populace and grew like a wildfire, inverting decency on its head, where the only taboos of society were to have a taboo. Rapidly growing out of control, the Empire of the Night Serpent broke all of its societal laws, experimenting with weapons of terrifying destruction, making deals and bargains with entities of the Void, and inflicting atrocities upon their own populace and their neighbors for little more than amusement. It is said that this was perhaps the only time where the warring nations of Arcem called a truce, a temporary stay of arms to deal with this threat as a united front. Uniting their forces, the Din, the Kham, and the Ren attacked the Empire of the Night Serpent and razed them from the earth, erasing any trace of their presence from the face of Arcem and pitching their lands into the Uncreated Night, a fitting punishment for their sins. Or so the story goes at any rate. Other, perhaps more truthful accounts, say that when the combined armies of the Old Empires came upon the lands of the Night Serpent, the people had already destroyed themselves, mutating their populace into monsters, for the Empire of the Night Serpent had created their own Made God, a divine golem to contend in the war for philosophical supremacy. Eschewing a physical form, the God of the Empire of the Night Serpent would exemplify their ideals of transgression, penetrating and infecting the physical and spiritual forms of any living thing it came in contact with, remaking them in the ideal image of sin. Realizing the enormity of this threat, the armies of those ancient realms pooled their resources, enacting a terrible theurgy and ripping the lands of the Night Serpent, then called Xibulba, and casting it into the infinite void of the Uncreated Night. Perhaps this was the catalyst for tearing Arcem from its home world, though scholars can only speculate. Regardless, the threat was contained as a world of monsters floated in the abyss, the creatures contained within lulled into a fitful slumber, forgotten but not gone, awaiting a time to be unleashed again.

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It appears that time is now come, for something stirs upon the black glass plains of the Corpse-World Xibulba. When the angel, 14 Radiant Word Castigates the Sinful, stumbled upon this tomb planet, it thought it had discovered the truest expression of the nature of man within these monsters. As man existed to corrupt the natural beauty of the world around it and ruin the gifts the creator had bestowed upon them, then how fitting that one of man’s perversions would be its downfall. Taking a few of these creatures would be all that was needed to overrun the deviant and debased world that Arcem had become. Unleashing them upon the unsuspecting town of Long Nets, it appeared that the angel’s genocidal plan was to work as intended, that is, until some rogue divinities decided otherwise. Fleeing from this onslaught, the angel took the queen and retreated, back to the corpse world to recuperate and reflect upon its failures. Meditating on the nature of these new foes, these new gods that had stood against the might of heaven and the weapons of a forgotten epoch, and the seemingly indefatigable nature of man. With this, the angel came to a startling realization. The strength of men was never their numbers or personal might, but their sheer adaptability and willingness to go to any lengths to win. So to, must a foe who desires their end be willing to go to any lengths, cross every boundary, throw away any taboos and misgivings not necessary to win. Looking down at the egg slowly hatching a monster, the angel now knew what it needed to do. It must transgress. Sending a psychic call out across the void to a few allies still loyal, 14 Radiant Word Castigates the Sinful silently watched as a new queen was born and reverently took the new matriarch into its own body, becoming something much, much more.

Ideally, this adventure would be set after the events of Invasion and Hunter-Killer, with the Angel escaping, and the party defeating the Hish-Qu-Zhuul. Even if neither of those have been played, the party’s deeds would still surely have reached the ears of the Yautja, prompting them to send an envoy, so you should be able to proceed as normal. After an appropriate time to rest and work on their own projects, the party will receive a message from one of the Yautja. A Hish-Qu-Ten, this Yautja warrior is practically star struck at meeting the party, deferring to them with the utmost respect. It bears a message from one of the Yautja Shamans, asking for the party’s assistance. A threat has risen from within the dark worlds connected by the Night Roads. While a group of Hish were sent to hunt whatever lurked there, they were slain, failing in their hunt. While normally, a creature that slew a Hish would be worthy of respect, these creatures have figured out how to stalk the Night Roads and are coming for the Yautja home dimension. As an actual threat, the Yautja have decided to ask the existence of some of the mightiest beings they know to stand with them in a grand hunt, both a gift of a challenge for their prowess, and because the Yautja are no fools. They recognize power and offer the warning that if the creatures come after them, then they may turn their sightless eyes upon Arcem. In return for quelling this threat to their home, the Yautja are prepared to offer their fealty to the pantheon, solidly allying themselves to the pantheon’s cause. The Hish, known as Kukulkan, offers its service in guiding the pantheon through the Night Roads.

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If the party agrees, Kukulkan will take the party to his ship, a longship with no mast, made of some strange wood and plated with an obsidian metal. Sorcerous sigils in the Yautja language cover the ship and glow with an ethereal light when the ship is powered on. Now sailing through the Uncreated Night is difficult, even for a skilled Yautja navigator, both for the dangerous creatures lurking within and the incredibly twisting and winding paths of the Night Roads. Fortunately, Kukulkan has help. Aboard the ship are 3 “Gizmos,” the servitor race of the Yautja. The Gizmos are 2 feet tall, 4 armed furred humanoids with large ears that have a symbiotic relationship with the Yautja in much the same way that sandpiper birds have with crocodiles. Responsible for most of the day to day operations within the Yautja culture, it is not uncommon for Gizmos to assist Hish-Qu-Ten on hunts, acting as support staff to maintain weapons, guide the ship, bind wounds, and should the Hish fall in battle, return to the homeworld to sing the eulogy of the fallen hunter. These three, Mao, Lur-ri, and Curly are the servants of Kukulkan and are the ones who will be running the ship. Devoted to their master, the Gizmos receive honored respect from Kukulkan, who will tear apart anything that would threaten it servants. In order to make the arduous journey, the Gizmos are equipped with similar environmental suits to what a Hish receives, allowing them to survive in nearly any environment, though their weapons are mostly for show, and the armor makes them look like miniaturized version of a Hish-Qu-Ten, a fact which many of the Yautja find endearing

Kukulkan- AC: 5 Hit Dice: 8 Attack: +8×2 Damage: 1d8+2 Spear Move 40’ run Save: 11+ Morale: 11 Effort: 4. Can act 2 times per round, bound to the Word of Hunting. Immune to environmental damage and effects. His Gizmos each have 1 HD and no attacks but are also immune to environmental damage and effects

In order to get the Corpse-World, the party will have to sail the infinite void of the Uncreated Night but the path there is not set in stone. Have the party roll 1d6 to determine what path the ship takes them. Add 1 to each roll every time they continue from a new reality. So for example, if they roll a 4 to hop to the first reality, when they pass through they will roll 1d6+1 to determine the next world, then 1d6+2 and etcetera. In each new reality they party will have to journey through whichever reality they are in to find the next weak point to take them to their next destination. Upon entering a new reality, roll 1d10 for how many days of travel it will take, while also rolling once on the events table for every 5 days of travel and once on the encounters table for every 6 days of travel to find what is effecting them and who shares the reality with the party. When the party has gone through and reached the Corpse-World then they can continue to the next part of their journey.

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Locations– roll 1d6+ travel. Start at 0

Desert- a vast endless desert, this plain is sparely dotted with oasis and small areas of running water, just sand as far as the eye can see. Unbearably hot during the day and brutally cold at night, the desert plane will easily kill the unprepared through a combination of heat, thirst, and sandstorms that blow up in the blink of an eye. Anyone not inured to heat or thirst must make a hardiness save or take 1d6 points of damage per day and those without access to a supply of water will be unable to gain the benefits of a rest while in the desert. Frost- a seemingly infinite expanse of frost and snow capped by towering mountains and plateaus. A constant freezing wind whips through down from these mountains, cold enough to send a man into hypothermia in a matter of hours and cause frostbite in minutes. Anyone not immune to cold or without proper clothing and protections must make a hardiness save every day or take 1d8 damage The Endless City- a giant world sized city scape, a testament to the industry and ingenuity of whatever society built this grand edifice. Unfortunately, it now lies in ruin, lost and forgotten, though perhaps a few souls still linger in these grand halls. Roll twice and take the greater result when determining the encounter in the Endless City. What the actual aesthetic or architecture is is up to the GM, but it could be Roman, Mesopotamian, Indian, Mayan, modern, medieval gothic, art deco, or futuristic Welcome to the Jungle- a primeval jungle world, full of vibrant flora and fauna. Travel in this place is difficult as the jungle seems to press in, obscuring sight and direction. In some cases, the ruins of ancient civilizations can be stumbled upon, swallowed by the inexorable progress of nature. Add 2 to the amount of days required to make it through this reality The Deep Blue- this world has been swallowed by a vast ocean. As far as the eye can see, there is only water. Bring your floaties, bitch. Without a boat, hypothermia and exhaustion are a fast approaching foe, and even with a boat, like say Kukulkan’s dimensional craft which could certainly double as a floatation device, there is still the matter of propulsion, because otherwise, the party might be dead in the water. Small islands dot this ocean world, though they can be deceptively far away. Even then, the chances that they contain some sort of supplies or shelter is very slim. Apocalypse Now- whatever this reality was, it has been reduced to a smoldering wasteland, the vicious scars of war the only remains of what may have been an advanced civilization. Whether through the use of advanced weapons or reality warping magics, this world has faced an apocalypse that has left lingering effects. Whether this radiation comes from raw chaos sorcery, nuclear weapons, advanced gamma rays, or psycho-spiritual curses, the land is now cursed with a slow poison that affects any who would try to cross the desolation. For any individual that does not have a defense against radiation, be that mechanical or through the use of gifts, their maximum hit point total is reduced by 1 for each day they spend here, and only returns once they have left the wasteland. link The Edge of the Stars- across the multiverse, the scars of the Shattering remain. While many worlds were at least left intact, there were a few that were not so fortunate, their lands completely shattered apart by the divine war that raged in Heaven. This is one such world, a broken thing, the land masses now floating in the void under the unfeeling gaze of the stars. When the party enters this reality, they will be on one of the relatively intact islands of land, but will need to come up with an alternate method to cross the vast expanses of space between land masses. Those that fall of into nothingness may well find themselves floating forever in the void Hell- not every road to Hell is paved with good intentions. Some of them are Night Roads that lead the party straight into a piece of the Inferno. When the party enters this place they will be greeted with the ever pleasant view of a nightmarish hell-scape of fire and brimstone, titanic infernal machines torturing the souls of lingering mortals for all eternity. As Hell is a bit more grounded, the celestial engines being protected during the Shattering, there are no rolls on the events table while in Hell, but there is a different encounters table that the party must roll on every 3 days of travel within Hell. The Necropolis- in the after math of the Great War in Heaven, few remained standing. Countless lives had been extinguished in the quest for the answer to the ultimate question, lost to eternity in senseless bloodshed. In many a world, the dead are all that remain and when this many lives are taken, billions gone in a single act, this can take on an un-life of its own. A single act of such depravity that it reverberates through the multiverse, the instance of death becoming the ultimate truth, nihilism incarnate. So it is for this world, a mausoleum reality, an epitaph for those lives lost. In this place, the living are an unwelcome guest. While in this reality, the party will be unable to regain hit points until they leave The Edge of the Abyss- The Uncreated Night is a writhing thing, all-consuming and ever hungry. When the Celestial Engines that keep a world together fail, a terrible unmaking can occur, pitching that reality into the endless unlighted depths of the Uncreated Night. Only the Night Roads that crisscrossed that former world persist, looking out upon the black hole that remains of what was once a vibrant and living world. This irresistible pull threatens to take everything in so only darkens remains. While in this right road, there is a constant Cold Breath effect that starts at 1 and increase by another 1 for every 2 days spent traveling through the Night Road (or higher) The Corpse-World Xibulba- the object of the pantheon’s search, detailed below

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Events– roll 1d20 note that these events affect all creatures in the area, including players and any creatures they may encounter

Collapsing Reality- the Celestial Engine holding this world together has finally given out and reality has begun to sputter and break down. In order to beat the encroaching wave of nothingness, the party will need to move as quickly as they can or risk getting thrown head first into the Void. As long as the pantheon keeps moving they can stay ahead of the devastation wave, but those that need sleep or rest will need to make constitution checks to keep moving. Should they fail, another member can carry them on but will have to make the constitution checks with a -4. Failure to progress means falling into the Uncreated Night, a most certain death sentence, barring some way for the rest of the Pantheon to plumb the depths of the Uncreated Night to find their comrade Gravity doesn’t work, or pulls the opposite way- the physical laws covering gravity have broken down or rebelled on this plain, meaning the party will need to use alternate means to traverse this world There is no breathable air- no more oxygen remains on this plane. Unless a character has no need to breath, they will need to secure some means of breathable air or else start suffocating Magic Dead- this place is cut off from magic, requiring a greater sacrifice of personal power and life force for a Godbound to use their abilities. Players take 1d10 damage and must commit effort for the scene each time they activate a non-constant gift, miracle, or theurgy, while low magic doesn’t function at all Chaos Storm- a roiling chaos storms streaks across this reality in a fantastic display of color and fury. Whether from a discharge of excess power from a malfunctioning Celestial Engine, an ultra-telluric event skirting across the Uncreated Night, or careless energies tossed about by the discharge of ancient munitions, the result is the same. Unlike other events, this chaos storm will only last about 8 hours but will inflict 1d10 damage from flame, lightning, or any other myriad on any creature not under some type of solid cover Non-Euclidean Geometries- the engine governing the laws of space has broken down, warping space throughout this reality. Roll for the amount of days required to traverse this reality as though the party had just entered link Theurgic Feedback- for some reason, magic in this reality recoils like a serpent, scouring the body and soul of any who would try to bend it to their will. Any time effort is committed on turn, the user will take a 1d6 damage die, while for the scene inflicts 1d12, and for the day deals a 1d20 damage die Cursed- something about this place is… off. Whether that be through massively blighted luck, a terrible curse upon any who set foot here, or a warping of space and time within the localized area, any time a player or creature rolls a d20, they must roll twice and take the lower result Memetic hazard- ideas have a power all their own, but in this world, an idea has gained claws. Whether a targeted cognitive attack spell or a breakdown of natural laws, an idea or word has now become dangerous to utter or view. Choose a word, image, act, or sound. Anytime someone utters or sees this choice, they must make a spirit save or take 1 point of damage. For extra fun, choose something your players say a lot Lost the way- sometimes people just get lost. Players make no progress for the day and one of them must make a wisdom check to properly get them back on track. Failure means another day of travel is lost with no progress. Godbound with relevant words are immune to this effect Time warps- something has happened in this place to make time a living, breathing, writhing thing, no longer content to simply plod along at an even, measured pace. No, time has decided leap about like a dog in a field. When this event hits, flip a coin. Heads, they progress twice as fast, covering the distance of two days travel in a single day, while with tails, they make no progress at all for the day. One of the senses no longer functions- the reality of this world no longer registers along one of the 5 senses. Roll 1d10; 1-2: sight, 3-4: hearing, 5-6: touch; 7-8: smell, 9-10: taste. Those blinded receive a -4 on melee attack rolls in combat and ranged attacks are impossible Synesthesia- 1d10 for the first sense, replaced by 1d4 for the second. After being thus effected, a player must make a spirit save or take a -2 on all relevant checks and attack rolls while dealing with the strange sensory input Everything is made of meat- the distinction between organic and inorganic has been switched in a very disconcerting way. Earth and rocks have been replaced with raw, pulsating meat, trees have become bone, grass and plants are long tendons and gristle, while water has become blood and pus. Not really threatening, just super gross Mind switch- a strange psychic wind has blown in from the astral, momentarily displacing body and soul. Have each player pass their sheet to the player on their right. For the rest of the time in this reality, that player has control of the new character Genius Loci- the world has gained a sentience in this place. Whether that extends to the whole planet or just this immediate area is up to you as the GM, but regardless, it is an obstacle for the pantheon to deal with. While not out and out hostile, it still sees a group of people walking across its body as a bit of an affront. If they can placate its ego and negotiate it with it, then it will allow them passage, and possibly even a boon. Have the negotiating player make a charisma check. If they beat their check, then the world mind will grudgingly allow them passage, though if they beat their check result by 10 or more, then the Genius Loci will be impressed enough by their manners to speed them along on their journey and shelter them from the presence of any enemies. They move twice as fast and do not have to make any encounter rolls, though if they have hit the threshold to make an encounter roll, they will have to do so when they make it to the next world Ruins of a great civilization- the party has stumbled upon the crumbling ruins of the civilization that once populated this reality. While little of major value remains, there are still pockets of wealth to be plundered. If the party chooses to stop and pillage these ruins, they will make no progress for the day, but they will find 4 points of wealth and low magic items of the GM’s choosing link Inhabited by a semi-functioning society- somehow the people that inhabited this world have managed to live on, perhaps not with the same standard of living they had before the Shattering, but with at least some semblance of a society. When initially giving the party a cautious welcome, the party could perhaps find some more worshippers with a careful application of their divine abilities. There is probably enough free worshippers to gain a power 2 cult, but the party will need some way to get these new devotees back to their home, as the ship they are taking does not have enough room to carry all the new passengers Treasures of a lost age- not everything of the ancient empires and kingdoms has been lost to the ages. In the course of their travels, the party stumbles upon an ancient vault carrying some truly wondrous treasures. Whether a Godwalker suit of armor, a potent artifact, or a hoard of fabulous wealth. A good guideline is roughly 12-18 Dominion for an artifact or Godwalker and 6-8 wealth points. Workshop with your players for what the reward is, but perhaps require the Godwalker or the Artifact to be repaired before they can use it Celestial Engine- a celestial engine on its last legs. If broken, it contains 1d6 celestial shards

Encounters– roll 1d12

The few scavengers and scroungers that have managed against all odds to eke out a living here. While they scatter in the face of the pantheon, they could be coaxed out by a Godbound with appropriate gifts, and turned into a small mob of 1-HD allies Mob of Scavengers: AC: 9 Move: 30’ run Hit Dice: 12 Save: 15+ Attack: +1 Damage: 1d6 weapon Morale: 9 Effort: 1 Overwhelm: 1d6 damage vs. 1 target and deny with hardness save Dimension hopping refugees that have hitched a ride on a void whale- overhead, a Night Road will open for a brief second as an enormous flying whale glides through, swimming through the air as easily as one swims through water. Astride its massive back is a group of people bearing bizarre garb. A group of refugees from a dying reality escaped on the back of a Void Whale, an enormous creature that can somehow swim through the endless space of the Uncreated Night. As the creature sets down to rest for a moment, the refugees will hail the party. While not hostile, they will defend themselves but are happy to parley with the party. Their leader, Ishmael, reveals that they fled the world of Ahab when it began to break down, and are now searching for a new place to call home. They would be happy to trade passage on the whale if the party has food or supplies, but they cannot control where the whale goes. (if the party chooses to catch a ride with these folks, it will drop them in a random reality and they need to roll again but at the same roll they made previously. So if they rolled to enter the current world at a 1d6+3, then they would roll that again to determine where the void whale takes them). If this is rolled again, it is another group of refugees fleeing the collapse of their world. Ishmael will remain the same (he/ it is a spirit conjured to lead the groups of refugees to a new place to settle) Ishmael- 3 HD mortal

Large Mob of Refugees: AC: 6 Move: 30’ run Hit Dice: 24 Save: 15+ Attack: +1×2 Damage: 1d8 weapon Morale: 9 Effort: 1 Overwhelm : 1d6 damage vs. 1 target and deny with hardness save Solar Harpoons : the refugees took several solar harpoons with them when they fled their homeworld. These glowing spears can be used to create a potent blast of energy when discharged together. This acts as the Corona of Fury gift of the Sun Word that deals 5d8 points of damage with an evasion save for half, but requires the mob to commit its 1 effort for the day

6 30’ run 24 15+ +1×2 1d8 weapon 9 1 : 1d6 damage vs. 1 target and deny with hardness save : the refugees took several solar harpoons with them when they fled their homeworld. These glowing spears can be used to create a potent blast of energy when discharged together. This acts as the Corona of Fury gift of the Sun Word that deals 5d8 points of damage with an evasion save for half, but requires the mob to commit its 1 effort for the day The Void Whale has 10 HD, a 12+ save, 6 effort, and AC 7 but no attacks. It’s just really big. It can commit effort for the day to auto-save, as well as commit effort for the day to hop into a Night Road Malfunctioning automaton guardians- the ancient automaton defenses of a destroyed empire, these mechanized guardians are more than meets the eye, standing disguised in the ruins of old, taking the forms of statues, pillars and obelisks, or even abandoned vehicles. After all, who would expect a robot to take the form of a vehicle? As the party passes by, these automatons will quickly transform and move to defensive positions, preparing to fire on the party. While they will not attack right away, they will fulfill their programming to protect their charge against any intruders. If the party tries to reason with these automatons or attempt to move further into their territory, they will attack. These automatons use the standard automaton tactics list found in the Godbound core rulebook link Automaton Prime- AC: 3 Move: 40’ run Hit Dice: 16 Save: 10+ Attack: +10 x 2 attacks Damage: 2d12 energon cannon Morale: 12 Effort: 4 can Act twice per round. Gifts: Roll Out!: Commit Effort for the scene and grant all allies an immediate free attack with a +2 bonus. Call Trailer : committing effort for the scene as an instant action, Automaton Prime can call forth a large steel box seemingly out of nowhere, blocking one attack or instance of bodily harm and leaving a large obstacle in the way of incoming attacks. Overclock : by committing effort for the scene as a smite action, Automaton Prime can overclock his power matrix and fire a blast of powerful destructive energy. This attack deal 8d10 points of damage to a single target and 4d10 to any foes within 20 feet with an evasion save for half

3 40’ run 16 10+ +10 x 2 attacks 2d12 energon cannon 12 4 can Act twice per round. Commit Effort for the scene and grant all allies an immediate free attack with a +2 bonus. : committing effort for the scene as an instant action, Automaton Prime can call forth a large steel box seemingly out of nowhere, blocking one attack or instance of bodily harm and leaving a large obstacle in the way of incoming attacks. : by committing effort for the scene as a smite action, Automaton Prime can overclock his power matrix and fire a blast of powerful destructive energy. This attack deal 8d10 points of damage to a single target and 4d10 to any foes within 20 feet with an evasion save for half Iron Plated Automaton- AC: 3 Move: 40’ run Hit Dice: 14 Save: 10+ Attack: +10 x 2 attacks Damage: 2d12 iron fists or rocket launchers Morale: 12 Effort: 4 can Act twice per round. Gifts : Feelin’ Lucky : the Iron Plated Automaton commits effort for the scene as a smite action and makes an attack against all foes within sight. That all you got? : Commit effort for the scene as an instant action to negate one instance of physical bodily harm or one ongoing physical effect

3 40’ run 14 10+ +10 x 2 attacks 2d12 iron fists or rocket launchers 12 4 can Act twice per round. : : the Iron Plated Automaton commits effort for the scene as a smite action and makes an attack against all foes within sight. : Commit effort for the scene as an instant action to negate one instance of physical bodily harm or one ongoing physical effect Muse Automaton-AC: 3 Move: 40’ run Hit Dice: 14 Save: 10+ Attack: +10 x 2 attacks Damage: 2d12 sound blaster Morale: 12 Effort: 4 can Act twice per round. Gifts: Quick Draw: Before the first round of combat, the Muse Automaton may commit effort for the scene to get one free bonus round before anyone else acts. When used against someone else with a similar gift, the Muse Automaton rolls with a dexterity check of 4. Improv: The Muse Automaton can commit effort for the scene as a smite action to gain an extra action for the round, allowing it to act three times in a round Pack of Solar Wolves- wolf shaped beings formed of pure sunlight come galloping out of the sky stalking a lunar stag. As the party looks on, the stag quickly leaps away, fleeing the wolves, who then turn their burning gaze upon the pantheon. Unless the party can somehow quickly bring the Lunar Stag down, the voracious Solar Wolves will attempt to make a meal out of them, fleeing when they have brought one PC down and feasting on their divinity. Alternatively, any appropriate magical creature could be fed to the wolves as bait, appeasing them. Pack of Solar Wolves (small mob)- AC : 1 (7 against foes that don’t need sight) Hit Dice : 24 Attack: +6×2 Damage : 1d8+4 flaming bite Move 60’ solar lope Save : 12+ Morale : 8 Effort : 6. Overwhelm : 1d20 vs. Hardiness save. Gifts : Devouring Light : the Wolves commit effort for the day as an instant action and can defensively dispel a hostile effect on themselves or offensively dispel a gift on another. Scouring Gaze : The Solar Wolves commit effort for the scene as a smite action and leap high into the sky, coming down upon a target with all the fury of a solar flare. This inflicts 6d10 damage on a target and blinds them until they dispel the effect. Speed of the Sun : Solar Wolves can appear anywhere lit by natural sunlight within 1 mile. They can only do so once per hour before needing to recharge under the sun

: 1 (7 against foes that don’t need sight) : 24 +6×2 : 1d8+4 flaming bite 60’ solar lope : 12+ : 8 : 6. : 1d20 vs. Hardiness save. : : the Wolves commit effort for the day as an instant action and can defensively dispel a hostile effect on themselves or offensively dispel a gift on another. : The Solar Wolves commit effort for the scene as a smite action and leap high into the sky, coming down upon a target with all the fury of a solar flare. This inflicts 6d10 damage on a target and blinds them until they dispel the effect. : Solar Wolves can appear anywhere lit by natural sunlight within 1 mile. They can only do so once per hour before needing to recharge under the sun Lunar Stag- AC: 6 Hit Dice: 8 Attack: +8 Damage: 1d10 horns Move 60’ flight Save: 11+ Morale: 8 Effort: 3. Gifts: Jump Over the Moon: The Lunar Stag commits effort for the scene and can leap to any point it can see on the horizon, about 3 miles in the distance. And the Dish Ran Away With the Spoon: the Lunar Stag commits effort as an instant action to create a convincing illusion of itself, drawing attacks that might target it. Any foe targeting it with a non-area attack must make a spirit save or its attack automatically misses. Mental attacks are unaffected by this ability Attack of the Squidmen!- humanoid creatures with squid like features bearing powered armor exoskeletons scavenge the raw material of this reality, loading it onto barges to be sent home to whatever alien place they call home. Dubbing themselves Denizens of the Dark Place, these Squidmen demand obedience and submission to the Great Mother, the conquering and absorption of all dimensions across the multiverse. Should the pantheon acquiesce, then all is well but if they refuse then the Squidmen may take that as a declaration of war. Seemingly humans and other species spliced with bits of Uncreated abominations and grafted with eldritch machinery, they are superhumanly tough and single minded, though not very smart. The leader of these Squidmen, Brother Krota, is piloting a cephalo-mecha, a towering Godwalker resembling a mechanical squid made from arcane alloys Squidmen infantry (small mob) AC : 4 Hit Dice : 16 Attack: +4 Damage : 1d8+1 mechano-tendril Move 30’ goose-step Save : 14+ Morale : 10 Effort : 2. Overwhelm : 1d12 vs. Evasion save. Gifts : Enhanced Compliance Wave-Emitter – the Squidmen commit effort as an action targeting another creature. Said creature is wracked with waves of pain and must make a spirit save to be able to take an action on their turn. Nega-Thought Form Amplifier : Squidmen can commit effort for the day as an instant action to gain an invincible defense against a mental attack until the beginning of their next turn

: 4 : 16 +4 : 1d8+1 mechano-tendril 30’ goose-step : 14+ : 10 : 2. : 1d12 vs. Evasion save. : – the Squidmen commit effort as an action targeting another creature. Said creature is wracked with waves of pain and must make a spirit save to be able to take an action on their turn. : Squidmen can commit effort for the day as an instant action to gain an invincible defense against a mental attack until the beginning of their next turn Brother Krota, piloting a Cephalo-Mecha, one of the defining weapons of the Squidmen. When activated, a Cephalo-Mecha is a terrifying bio-mechanical squid mecha equally on land or at sea that broadcasts the horrifying thoughts of the Great Mother, slowing and burning the minds of any who come nearby through the use of its Halo of Wrath and its Kinetic Sump Vortex.

Armature: Kraken Engine: Celestial Lance

AC: 7 Move: 30′ run or 50’ sail

Hit Dice: 30 Save: 6+

Attack: +12 total Damage: 1d10 mechanical tentacles

Effort: 6 Actions: 2 per combat round

Slotted: Halo of Wrath, mundane weaponry, Reactive Adaptation Unit, Kinetic Sump Vortex

Dominion: 23

Fear and Loathing in the Multiverse- with a great flash of light, 2 men in a cherry red convertible come screeching by the pantheon at nearly 100 miles to stop abruptly. One of the men is slumped over the wheel, while the other will jump and scream, “We can’t stop here! This is bat country!” The two are Magister Gonzo, a 300 pound brown skinned man in a fine suit, and The Duke, a skinny, balding, white guy with thick glasses and a crazy look in his eye. The two are eldritch wizards off on a quest through the multiverse to find the Dream of Avalon and try to reconcile with what went wrong during the Shattering, how a quest for enlightenment took so many lives needlessly. They are also stoned out of their fucking minds. It turns out that in the trunk of the vehicle is “…two bags of goblin grass, seventy-five pellets of multi-phasic mescaline, five sheets of high-powered slaadi acid, a salt shaker half full of celestial cocaine, and a whole galaxy of multi-colored uppers, downers, screamers, laughers and also a quart of glitter-flame tequila, a quart of dark elf rum, a case of Budweiser, a pint of raw ether and two dozen devil-spit amyls.” Not that they needed all that for the trip of course, but once they got locked into a serious drug collection, their tendency was to push it as far as they can. While the two are not initially aggressive, they speak in non-sense sentences, spouting off about something called Vietnam, reptiles attacking, waves of giant bats, arcane magical theory, about how someone or something named Nixon is the fucking devil. After a minute of spouting, the other will start to rouse himself and become extremely agitated, wailing about the white rabbit. If not calmed down, the two will attack, screaming about killing the fascists. If calmed down or reduced to a quarter of their hit dice, they will both fall to the ground in a hysterical laughing fit. Once calmed down, they will get back to their feet and ask the pantheon if they want to party. Should they take the wizards up on their offer, it will involve an insane amount of drugs and drinking, the likes of which will leave the party waking up somewhere among the planes. Roll 1d10 and compare that to the locations table for where they end up. As a gift, the party will find a tightly wrapped red, white, and blue flag that functions as a Celestial Shard. link Magister Gonzo (lesser eldritch with the words of sorcery and freedom)- AC: 5 Move: 30’ run Hit Dice: 16 Save: 9+ Attack: +10 x 2 attacks Damage: 1d10 magic straight Morale: 10 Effort: 6. Can act twice per turn. Invocations: Ranks of Pale Bone Kiss of the Crane Seal of Regnal Dominion

The Duke (lesser eldritch with the words of sorcery and intoxication)- AC: 5 Move: 30’ run Hit Dice: 16 Save: 9+ Attack: +10 x 2 attacks Damage: 1d10 magic straight Morale: 10 Effort: 6. Can act twice per turn. Invocations: Sunder the Lesser Spell Pore of Hell Tireless Iron Cavalcade



1d6 Tactics

1-I feel a bit lightheaded; maybe you should drive- the eldritch stumbles about in a drugged-out stupor, causing their warped perceptions to appear on the world for a moment. The wizard disappears and reappears in a random direction 120 feet away. Roll 1d8 to determine the direction

2- This is bat country- whatever drug they took to make them hallucinate is strong enough to jump into reality. The Eldritch summons a mob of bats, reptiles, or some other strange creatures. Roll 1d4 to determine hit dice. This mob functions as a mob of verminous swarm with rolled hit dice

3- Order some golf shoes. Otherwise, we’ll never get out of this place alive- the eldritch casts a spell to re-order probability, giving them invincibility to the next damaging attack or effect against them

4- You People voted for Hubert Humphrey! And you killed Jesus!- the eldritch shares some of the massive hangover they will experience in the future with those around them. The eldritch makes an attack against all foes within 60 feet

5-Someone’s giving booze to these goddamn things!- the eldritch tosses a bottle of some unknowable alcohol into the air, causing a small shower of booze to rain down in a 30 foot radius. Any allied mob can immediately make an attack and all enemies must make a hardiness save or lose their next action

6- Never turn your back on a drug- the eldritch spends their full round doing nothing but taking acid, smoking some unknowable substance from a bowl, or snorting a strange powder. The next turn, the eldritch will do nothing but attack the nearest foe with all their attacks, automatically hitting and doing maximum damage

Star-Beast- throughout the myriad worlds, all manner of ecosystems have sprung up. Some of them more brutal and unforgiving than others. Rarely, perhaps once a millennia, one of the apex predators from one of those hellacious war-worlds grows bold enough and strong enough and is touched by some ineffable divine hand to become more. A Star-Beast, a vicious and wickedly clever creature that stalks the planes. Feeding on creatures strong in magic, this monster has found few challenges amidst the world it has staked as its territory, leaving it unafraid of these new gods traipsing about its home. While more curious than anything, the Star-Beast will observe them and seemingly challenge them. If they do not back down, but do not threaten the great predator, it will leave them alone. If they show fear or weakness or attempt to attack it, then it will fight back with everything it has. The Star-Beast resembles a predatory animal seen in our world, but more. Their hide is seemingly made of gold or silver, while they radiate a scintillating prismatic aura, and they are enormous, near 15 to 20 feet tall or long and weigh near a ton. Star-Beast (titanic beast)- AC: 2 Hit Dice: 15 Attack: +10×3 attacks Damage: 1d10 claws straight Move 60’ run Save: 8+ Morale: 10 Effort: 5. Can act 3 times per round. Gifts: Starlight, Star Bright: Commit effort as on turn action. The Star-Beast radiates a brilliance that banishes magical darkness and illusions, revealing the truth. Those with gifts meant to create darkness or obscure sight through illusions must make a spirit save to maintain them each round. Starfall: With a mighty roar, the Star-Beast calls down the fury of the Heavens. The Star-Beast commits effort for the scene as an action and releases a dazzling flash of light. All foes looking at it must make an evasion save or be blinded until the end of the scene. Lesser foes are permanently blinded. Blinded foes have a -4 to melee attacks and ranged attacks are impossible, mental attacks are unaffected. Wish Upon a Star: The Star-Beast commits effort for the scene as an instant action. Another enemy rerolls a roll it is aware they have made The Dread Knight Kalidoss, the Black Cataphract- many years ago during the time before the Shattering, there was a great crusading knight dedicated to the principles of the Unconquered Son. His valor, conviction, compassion, and temperance were all beyond reproach, and his bright blade shown brilliantly with the light of his righteousness. This knight heard of a great evil rising to the south of his kingdom and rode forth to meet it. A great and terrible ghost lord was waiting for him though, and for 3 days and nights they fought, the shining knight’s golden blade smiting and battering the dread lord’s mighty armor. In the end though, the knight fell, his mortal form giving out before the unliving inexorable might of a King of Endings. In recognition for his accomplishments, the Doom Emperor bound the knight’s soul to his armor, refusing to allow him to pass on to the cycle of reincarnation and demanding the fealty of his defeated foe. However, the Knight refused the Ghost Lord’s offer, and fled to a new world to gather a great army from among the multiverse. That is how the story goes by all accounts. The reality is slightly different. While it is true that in life Kalidoss was a great and virtuous knight and did indeed do battle with the Doom Emperor, in the final moments when Kalidoss realized he could not win, threw down his sword and begged the Ghost Lord for mercy. Amused by this, the Undead Scion granted the knight a reprieve from final death and bound the knight’s soul to his form, cursing him with undeath and banishing him from Creation to languish in a coward’s prison. Despite his secret shame, the Black Cataphract still clings to a semblance of honor and nurses a deep grudge against his foe, hoping one day to return, but in his heart of hearts, he has a deep and abiding fear of slipping further into oblivion. Fear is what governs the vast majority of the Dread Knights actions, and in an attempt to get rid of this fear, tore the memories from his mind, hiding it away. But his fear remained, lurking deep within his heart of hearts, even as the memory of his great defeat lay locked away. The Dread Knight will be found riding through the remnants of this world with a retinue, and will sally forth to meet the pantheon. While he will be courteous with them, offering them a chance to ride against a terrible evil, he will become more unhinged and terrified as the conversation goes on, eventually to the point where he draws his sword and orders his men to attack. However, he is so terrified of death that he will automatically fail his morale check if reduced to half of his hit dice. If placated with soothing words and the careful application of divine power, Kalidoss could become an ally to the party, but the fear will never leave him, causing him to flee when truly threatened. If rolled again on a different world, Kalidoss will have no recollection of their past meeting. (Him tearing away his memories just created several copies of himself throughout the multiverse. If all of them could be brought together and made whole, then perhaps he could be helped to deal with his fears, but that’s a story for another time) link

The Dread Knight Kalidoss, the Black Cataphract- AC : 3 Hit Dice : 25 Attack: +15×2 attacks Damage: 1d12 unholy sword straight Move 50’ march Save : 5+ Morale : 12 Effort : 10. Can act 3 times per round. NPC lesser foes need immediate morale check upon seeing it. Bound to the Word of Death and Fear. Damage Reduction 2. Gifts: A Pale Crown Beckons, Reaping Word, Damn Their Eyes, Welcoming the Dusk, Unerring Blade

: 3 : 25 +15×2 attacks 1d12 unholy sword straight 50’ march : 5+ : 12 : 10. Can act 3 times per round. NPC lesser foes need immediate morale check upon seeing it. Bound to the Word of Death and Fear. Damage Reduction 2. Gifts: d6 Dread Knight Tactics 1- Order its minions into battle, granting them a free action. If no servants, attack the nearest enemy. 2- Trigger an offensive gift against the most threatening enemy in the opposing group. 3-Cower in fear, unleashing a psychic wave causing 4d6 damage to all foes within 60 feet and requiring a spirit save or be unable to attack Kalidoss on their next action. 4-Inhale the life force of the creatures around it as two actions, inflicting 4d6 damage on all enemies present. 5-Lay about with its sword spreading its attacks evenly over all foes present. 6-Exhibit incredible resilience. This takes two actions, but leaves it with an invincible defense against physical damage until the start of its next round.

Skeleton Knight retinue- AC: 4 Move: 30’ run Hit Dice: 16 Save: 14+ Attack: +4 Damage: 1d8+2 weapon Morale: 11 Effort: 1 Overwhelm: 1d12 damage vs. 1 target and deny with hardness save Undead: has no need to breathe, sleep, eat, or drink and is immune to poison

Procession of Freaks- a parade of uncreated sent forth to spread the word of the mad Uncreated, Muyadtelox the Discerner. The Uncreated Night is nebulous and vast, and many mighty beings have made claim to areas of the Dreaming Dark. Muyadtelox the Discerner, the Dancing Diviner in Scarlet, is one of these kings of the Outer Dark, a mad dancer jabbering on, sending out missionaries through the planes to spread the eldritch, unknowable word of annihilation. This is one such mission, a dancing, babbling cavalcade of freaks and monsters eager to spread the ineffable message of the Discerner. Lead by the Jack of Tears, a member of the Dancing Diviner in Scarlet’s own horrid court, this unruly mob of horrid fools leaves only devastation and terrible truths in its wake. Upon encountering the pantheon, this parade of freaks will saunter up to surround the party (if you haven’t, listen to Gogol Bordello’s Start Wearing Purple to get in the mindset. You won’t regret it) After surrounding the party and playing a jaunty tune on strings made of tendons from still living arms and on creatures with accordions made of their own guts, the Jack of Tears will step up to the party and proclaim the glories of emptiness and non-existence. All who listen to the length of his sermon must make a spirit save or be overcome with an intense desire to take their own lives to gain entry into oblivion. Once its sermon is concluded, the parade of fools will caper on, eager to spread their message across the multiverse The Jack of Tears- AC: 3 Hit Dice: 15 Attack: +10×2 attacks Damage: 1d6 mocking insults straight Move 40’ caper Save: 8+ Morale: 12 Effort: 6. Can act 2 times per round. NPC lesser foes need immediate morale check upon seeing it. Cold Breath: 2 effort. Bound to the Words of Dance and Madness

1d6 Tactics

1-Commit effort and sing a maddening tune; all foes must make a spirit save at the beginning of the round or must act at the end

2-dance around like an insane person, spread its attack among all available targets. The Jack’s movements do not provoke attacks during this turn

3- Fly into a rage and focus all attacks on the healthiest and strongest looking foe

4- turn and exhort its comrades, granting all of its allies an immediate attack while it dances away 40’ not provoking an attack if it leaves melee combat

5-commit effort for the scene and pull a flute from nowhere to play a disjointed tune; all enemies within earshot must make a spirit save or make an immediate attack against their nearest ally

6-commit effort for the scene as the Jack of Tears pulls off its mask to give enemies a view of the ineffable horror beneath. All enemies that can see the Jack take 5d6 damage and automatically fail all saving throws unless they spend effort to succeed. A spirit save halves the damage and negates the automatic fails

Procession of Freaks (vast mob of Uncreated) AC: 5 Move: 30’ dance Hit Dice: 48 Save: 14+ Attack: +4 Damage: 1d4 straight maddened fist Morale: 10 Effort: 2 Blood Like Water Cold Breath: 1 Hounds of Tindalos-“Beyond life there are’—his face grew ashen with terror—’things that I cannot distinguish. They move slowly through angles. They have no bodies, and they move slowly through outrageous angles…God, they are breaking through! They are breaking through! Smoke is pouring in from the corners of the wall. Their tongues—ahhh—“ Frank Belknap Long, the Hounds of Tindalos. Many are the creature spawned from the Uncreated Night, that freakish place that births monsters from the friction be reality and unreality, but few are as feared as the Hound of Tindalos, those hunting beasts of the Uncreated Night. Extradimensional predators, the Hounds are capable of materializing at any point within time and space to feed upon their desired prey. Existing within the angles of time, the Hounds can appear at any kind of sharp angle, particularly those sharper than 120 degrees. Their arrival is often heralded by a thick, greasy smoke as the Hounds of Tindalos leap out to feed upon their victims, drawing out their very soul and returning with it to the Uncreated Night. When the Hounds notice the Pantheon they will attack suddenly and without mercy, striving to consume the parts of the pantheon which are pure, but they can be beaten and they can be held back. The Hounds need angles to materialize, and if they are defeated, they will return in a few moments time. The only way to defeat them is to slay them and then hide within a curve, most likely inside a sphere. When they return and do not find the pantheon they will eventually return to the outer dark to hunt and wait for something to catch their ineffable attentions. Hounds of Tindalos (small mob)- AC: 5 Move: 60’ flight Hit Dice: 30 Save: 10+ Attack: +10×2 Damage: 1d6 straight proboscis Morale: 12 Effort: 4 can take 2 actions per round Blood Like Water. Bound to the Word of Time. (tactics as Uncreated Unbidden) Unstoppable: the Hounds of Tindalos can never be truly slain. When reduced to 0 hit dice, a Hound of Tindalos is sent back to the Uncreated Night where a separate copy of it from a time before is ripped from the time stream and sent back to whatever reality it was in last. A swarm heals 1d6 hit dice per action and only stops regenerating when it cannot perceive its enemies when their vision is impeded by curves Hunting party of Angelic Warriors- every so often, the powers that be in Hell send their warriors to scour the multiverse of mortal life. Blood-mad and angry, this hunting party has been tasked with scouring the outer worlds of stray mortals, ridding the universe of this bane on its existence. When this coterie of Angels comes upon the party, they will let out a whooping battle cry that sounds like a perfect choral hymn and attempt to murder the pantheon. While powerful, their goal is to slay mortals as best they can, and if given a choice, will always go after the larger group. A particularly ruthless Godbound might find it expedient to have some followers cover their tactical retreat, using their followers as cannon fodder for the blood-thirsty heavenly host. These particular angels appear as beautiful women with winged helmets and mirror bright scale armor, carrying spears of bright crystal and shields bearing prayers and litanies to the One Small Mob of Angelic Guardians- AC: 3 Move: 60’ flight Hit Dice: 30 Save: 10+ Attack: +10×3 Damage: 1d8 straight crystal spear Morale: 11 Effort: 3 can take 2 actions per round Overwhelm: 1d8 straight vs. hardiness. Bound to the Word of Sword The Chaos-Wyrm, abomination of the Pontifex Yraiha- an enormous dragon made of molten rock and flame, the Chaos-Wyrm is one of the mightiest of the servants of the Pontifex Yraiha, the Uncreated Scion of Sorcery and Black Magic. A scourge of worlds, the Chaos-Wyrm cannot truly be controlled by even one such as the Scorn of the Fivefold Opalescence but may only be directed to wreak devastation across the multiverse. Fortunately, this works in favor of the Pontifex, who thrives on the chaos and destruction wrought by its servant. Woe betide any who cross paths with the Chaos-Wyrm. Should the abomination be encountered, the GM should roll 2d8 on the events table, which begins as the party nears the great beast. So great is its power that it warps reality around it. If the party somehow skirts away from the anarchic dragon’s attentions or manages to escape from it, the next day it triggers the Collapsing Reality event as existence itself buckles and twists from the mere presence of the Chaos-Wyrm. Unfortunately, the monster can never be truly killed, only delayed. The Anarchy Dragon draws strength from the mere fact that it is chaos incarnate, pure universal entropy, and like chaos, can never truly be defeated. The only way to destroy the dragon for good would be to completely alter its nature and cut off that part of pure anarchy that makes it strong. If the dragon were to be given a purpose, a goal beyond the random events of probability, it would impose an order on the disordered, giving meaning to non-meaning. Mechanically, this could be done by first defeating the dragon, then humiliating it. If the Chaos-Wyrm could be driven into a rage to kill one specific character, then it has its purpose. Get the PC’s to insult, and get creative. Call it a punk-ass-bitch, a bitch-ass-punk, a panty waist chicken shit lizard pussy bitch. Have fun with it. Of course, the Godbound would have to survive of course. Should you need to sell this as the GM, make sure you stress how prideful this great beast is. Really ham it up. Every miss should be an insult, while every strike a declaration of victory. Any setbacks causes the beast to snarl in anger, for how dare these puny insects deign to lay a hand on one as mighty as the Chaos Wyrm, favored servant of the Scorn of the Fivefold Opalescence? link

The Chaos-Wyrm, Abomination of the Pontifex Yraiha- AC: 3 Hit Dice: 25 Attack: 2 automatic hits Damage: 1d12 chaos claws straight Move 50’ stomp Save: 5+ Morale: 12 Effort: 10. Can act 2 times per round. NPC lesser foes need immediate morale check upon seeing it. Cold Breath: 3 effort Bound to the Words of Entropy, Fire, and Dragon

1d6 Chaos-Wyrm tactics

1- The Chaos-Wyrm gouges a hole in reality with its claws, leaving behind a miniaturized black hole. All foes within 60 feet take 5d6 points of damage and are drawn 30 feet closer to the Wyrm

2- The Chaos-Wyrm charges the nearest enemy, cutting loose with all available attacks

3- Committing effort for the scene, the Chaos-Wyrm unleashes a gout of prismatic Chaos flame in a 100 foot cone, dealing 5d10 points of fire damage and dealing 1d12 fire damage per round for the scene or until dispelled. An evasion save haves the damage and negates the lasting damage

4- The Chaos-Wyrm thumps the earth with its tail, drastically altering the nature of reality with the echoes. Commit effort to create a zone of danger 30 feet around the Chaos-Wyrm the creates an aura of warping prismatic energy that slows movement by half, grants a -4 to attack rolls while inside it, and any who do not move on their turn while inside of the zone of danger takes 2d6 damage

5- the Chaos-Wyrm commits effort for the scene to create an adaptation within its own ever changing scales, granting it immunity until the beginning of its next turn against all gifts and miracles of the word used against it in the last round

6- Committing effort for the day, the Chaos-Wyrm lays a terrible curse upon al foes within 30 feet. foes must make a spirit save before any type of action and if they fail, they can perform no action

Encounters in Hell- roll 1d6

Human souls that have momentarily escaped their tortures- every so often, human souls will manage to extricate themselves form the tortures of Hell, fleeing across the inferno hoping for some means of escape. Whether through some fault in the infernal engines or perhaps a game played by sadistic angels meant to give the mortals some hope before dashing it completely, these mortals are now out and on the run. Should these souls encounter the party, they will beg to be taken from Hell. If given proper burial rights and consecrated in their faith, whether that be through Unitary Church rights, Ren Ancestor Worship, or the vestments of a Godbound’s faith, the soul will go on to a proper afterlife and will give each member of the pantheon 2 points of dominion for releasing this group of souls. However, be forewarned, as though who manage to wrest a soul from Hell’s grasp find themselves to gain the attentions of the angelic Overlords. After consecrating the souls, roll 1d4+2 on the encounters in Hell chart to see who comes looking for the lost souls. Loyalist Angel- not every angel in Hell is desirous of the end of the man. Under the leadership of the Archangel Sammael, those few angels still loyal work their way through Hell, releasing what souls they can. If one of these loyalist angels chances upon the party, they will immediately recognize them as not of the Host, and will offer their services on how to escape this portion of Hell. Reduce travel days in Hell by 1d4 per the directions of the Angel Angelic Guardians- two Angelic Guardians are sparring or patrolling through Hell. When they see the party, they will immediately swoop down to engage. If one of them is slain, the other will make a break for it, seeking out allies, and will return in 2 days’ time with a small mob of Angelic Guardians link 2 Angelic Guardians- AC: 3 Move: 60’ flight Hit Dice: 10 Save: 10+ Attack: +10×3 Damage: 1d8 straight flaming sword Morale: 11 Effort: 3 Can take 2 actions per round and Bound to the Word of Sword Angelic Ravager and worker-slaves- since Heaven fell, and the Host retreated to the depths of Hell, the Angels have not been idle. The so-called Angelic Ravagers, once the technicians and mechanics of the Engines of Heaven, are destroyers and terrorists, looking to destroy the things that once kept creation running so that they might rebuild. Though not possessed of the infinite creativity and ingenuity of humans, certain Angels carry in them that spark of curiosity, further ignited by the hot flames of revenge. Taking those left over pieces of the rampages, the Ravagers now build weapons of war to unleash upon the foolish mortals that so defiled their homes. Slaving away in Hell, this particular Angel seems slaving away over a cyst of molten metal, periodically reaching in and drawing out the liquid steel to shape it into some cruel form while lobotomized mortals scurry about its feet, assisting their Angelic Overlord with its work. If noticed by the party, the Angel will let out a shriek, ordering its brainwashed underlings to defend its forge as it seems to draw various weapons seemingly from nowhere. The Angel’s main prerogative is the makeshift forge, and while aggressive, will not leave its charge, but will pursue the party with single minded fury if they destroy it. The worker-slaves are sadly all soul dead, their bodies only animated by the infernal machinery of the Ravager, and if the machine is broken, they will wind down like tin soldiers. If the Ravager and the Workers are defeated, then if the Cyst could somehow be taken, it would function as a low magic item, allowing for a smith to produce magical arms and armor, adding that fact to whatever faction it could be attached to. This particular Ravager resembles a large suit of bronze plate armor covered in Sanskrit and litanies to the One and radiates an inner flame. Spouting from its back are wings seemingly made of fine prismatic glass shaped into feathers. The worker-slaves are seemingly human, but heavily modified with gold and sapphire wiring and plating Angelic Ravager- AC: 1 Move: 60’ run Hit Dice: 15 Save: 18+ Attack: +10×3 Damage: 1d10 straight summoned weapons Morale: 10 Effort: 5 Can take 2 actions per round Bound to the Words of Fire and Artifice

1 60’ run 15 18+ +10×3 1d10 straight summoned weapons 10 5 Can take 2 actions per round Bound to the Words of Fire and Artifice Large mob of Worker-Slaves (humans augmented by angelic technology) AC: 4 Move: 30’ run Hit Dice: 36 Save: 13+ Attack: +5 Damage: 1d10 implanted claws and tools Morale: 11 Effort: 2 immune to fire Blood Like Water Gifts: Call the Flame: The Worker-Slaves commit effort for the scene as a smite action and pull open their chests, releasing a portion of the inner flame that keeps them moving. A wave of flame, 20 feet high, 50 feet wide and 200 feet long shoots out, dealing 8 points of damage to any within the area and 4d6 straight to mobs. An evasion save reduces the damage by half Angelic Regent and entourage of sycophants: Despite the atrocities the Angels suffered at the hands of humans prior to the Shattering, the majority of them do not hate the humans. Hate assumes there is emotion tied to them, as though the Angels would deign lower themselves to the level of these creatures and actually care. No, the majority of Angels simply consider humanity a disease, a failed experiment that mutated out of control and now must be cleansed before things can be reset and done correctly. Wiping creation clean of this stain is only the proper thing to do, right? There are some Angels, however, that have become cruel and haughty, preferring to take their pleasures from the man things before casting them into the pits of Hell to burn for eternity. After all, were they not creations of the One and deserve to worshipped and adored by humans as is their right? All some of the foolish creatures need is a little ‘correction,’ that’s all. This particular Angel is one such, taking some much needed rest and relaxation to enjoy its time ruling in Hell before the inevitable victory when it must go back to serve in Heaven. Reclining upon a sofa amid plundered riches from the former kingdoms of man, this Angel spends its time ordering about its servants, humans brainwashed into slavish devotion, to feed it all manner of delicacies and drugs while entertaining and worshipping it adoringly. Should it become aware of the pantheon, it will welcome them over to partake of some of its bounty and take a load off. During this time, it will slowly weave enchantments into its voice to turn the party into willing slaves, staying and worshipping it for eternity. If its hospitality or enticements are rebuffed, the Angel will fly into a rage, using its powers and servants to subdue the party that it may ‘re-educate’ them. Sadly, the Angel has woven enchantments into the minds of its servants such that they will attempt to take their own lives if it is slain, but will stop if it is subdued. Not worried about losing its servants, should the Angel flee, it will return in a day’s time with reinforcements to take revenge. The Angel itself resembles a beautiful androgynous being with silver hair and peacock wings of the brightest blue and gold. Its servants are all men and women picked for their beauty, garbed in robes of purest moon silk, with an expression of dumb adoration plastered upon their face, a look that may change to horror if freed from their compulsion Angelic Regent- AC: 5 Move: 120’ teleport Hit Dice: 20 Save: 5+ Attack: +10×2 Damage: 1d12 psychic suggestion straight Morale: 10 Effort: 6 Can act 3 times per round and is bound to the Words of Command and Desire

5 120’ teleport 20 5+ +10×2 1d12 psychic suggestion straight 10 6 Can act 3 times per round and is bound to the Words of Command and Desire 3 small mobs of brainwashed humans- AC: 9 Move: 30’ run Hit Dice: 12 Save: 15+ Attack: +0 Damage: 1d6 fist or serving knife Morale: 12 Effort: 1 Blood Like Water Angelic Tyrant: the realms of men are only a shadow of their former selves. Once powerful beacons of might that beat down the Gates of Heaven and built Gods, the empires of man can now only hope to hold on to a shadow of their former power. In this much diminished capacity, it is quite curious as to why the Lords of the Heavenly Host have not lead their brethren in a glorious battle to wipe out the remnants of humanity. They have not done so in the years since the Shattering for a particular reason. They are afraid. Once the mightiest beings in all of Heaven, directly touched by the divine, the Lords of the Host knew no fear because they could not conceive of being bested, for they were perfect representations of the Words of the One, directly touched by the divine. So when they were thrown down and fled into Hell, it broke something within the mightiest of the Angels. A crippling fear that perhaps they were not perfect, that their siblings were slain because they were lacking, has grown and festered throughout the centuries. 5 Baraqiel, one of the Archangels, now sits upon its throne in a forgotten corner of Hell, alternately brooding upon the nature of failure and dwelling upon plots of revenge on the man-things. When the party crosses into its domain, a 10 square mile area of heavy sulfurous rain, near constant lightning strikes, booming thunder, and gale force winds, 5 Barqiel will immediately become aware of them, appearing before the pantheon in a lightning strike. Alighting before them, Baraqiel will ask a single question. How? How do they do it, persevering on? How do humans and their ilk find the strength to keep going after failure? After the party gives their answer, or not, the Archangel will challenge them to prove it, as only one who faces adversity can. If it reduces half or more of the pantheon to 0 hit points, or is itself reduced to less than a quarter of its hit dice or fails a morale check, it will hold up a hand for peace. It will then pose the same question, even if they decide to flee. If one in the party makes a charisma check at -4 (and gives a good argument), the Archangel will nod in understanding before allowing them passage through its domain and ensure they remain unmolested for the rest of their journey through Hell if allowed to go free, while on a failure it will become frustrated and while it will let them go, they will face another encounter the next day. Whether they kill it or let it go, it will offer them a small boon, a perfect shard of mirror that reflects into infinity, a Celestial Shard, as a gift. link 5 Baraqiel (Angelic Tyrant)- AC: 2 Move: any location within sight Hit Dice: 50 Save: 3+ Attack: Two automatic hits Damage: 1d12 lightning lance straight Morale: 9 Effort: 15 Can act 3 times per round. Bound to the Words of Sky, Alacrity, and Winter

Corpse-World Xibulba

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After the party climbs through the final Night Road, they will enter the nightmare landscape of the Corpse-World Xibulba. As Kukulkan’s ship will be able to home in on the last known signal of the former Hish-Qu-Ten hunting party, though Night Road will spit the party out in close proximity to the source of the signal. Upon exiting the Night Road, the party will be greeted with the view of a vast bio-mechanical landscape dominated by large mounds and covered in xenomorph eggs. The sky is covered in gray clouds as an eerie orange luminescence peeks through. Ahead is what seems to be the object of the party’s search. A massive temple constructed on a small mountain that resembles a growing cyst in the earth, a brutal ugly thing, and one of the few places not covered in xenomorph eggs. As the pantheon closes on it, Kukulkan will indicate that this is the way

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Entrance- this massive door way is made of the same bio-mechanical metals seen on the outer landscape, pipes and wiring running through it like veins. Entering the chamber, a vast staircase leads up the mountain, while the inner architecture increasingly resembles a living organism of not for the gray gun-metal color. Interspersed among the varicose looking piping are whorls and designs, hieroglyphics that depict the rise and fall of the Empire of the Night Serpent. The thousand-year history can be seen, showing the rise of a great empire discovering the potencies of theurgy and the devotions to the One, building their empire in a right and just manner in accordance with the teachings of the Highest. Moving up the stairway, the hieroglyphics show the Empire of the Night Serpent reaching their peak, arguing with their neighbors over the correct way to live and order their society. Just when it seems that it would come to blows, the former empires reached a decision. They would storm the gates of Heaven and ask God himself. As the stairway reaches a massive landing, the designs change. Detailing the events of entering the throne room, it shows the indescribable despair of the Empire, that they were wrong, a sense of that despair still lingers here, an old ward that alerts the inhabitants of intruders. Anyone who can detect low magic or has some kind of sensory or empathic gifts will be able to sense the ward and dispel it. As the pantheon passes the landing, the hieroglyphics and sculptures lining the walls become far more violent and wicked. Showing the descent into madness as the pantheon ascends, the people of the Empire of Night Serpent threw away their morality, sinking ever deeper into depravity as they rejected the teachings of what they believed to be a non-existent God. As the stairs reach the end, it shows how the theurges enacted the final transgression, rejected the forms they had been given, rejecting the image of God. As they warped their people, they hid them away for a final act of genocidal vengeance, when the time is right of course. Should the party have tripped the alarm before on the previous landing, the carvings will be changed, showing xenomorphs gleefully tearing through ancient depictions of the Ren, Kham, and Din empires of old. link Central Antechamber- a massive spherical room, almost resembling the inside of a heart and made of the bio-mechanical material and design that dominates this temple. Covering almost every surface of this room are large cocoons made of a resin like substance. Of the alarm has been tripped, these cocoons will burst open, revealing a vast amount of xenomorphs bearing down on the pantheon, along with Yautja-Xenomorph hybrids using the cover of the swarm to ambush the party. If not, the creatures will remain silently sleeping in their bio-mechanical cocoons. While the party will enter from the north, there are a long set of stairs leading down to the east towards area 4, while a long hallway like a massive artery stretches to the south towards area 3. A passageway is obscured by the eggs and some clever architecture, but any Godbound with a relevant fact could roll a wisdom check at -4 to notice this passage that leads towards area 6 link Xenomorph Swarm- AC: 6 Hit Dice: 52 Attack: +5×3 Damage: 1d8+1 claws Move 40’ run Save: 13+ Morale: 11 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 Experimentation Room- though the mighty theurges of the Empire of the Night Serpent are long gone, fallen victim to their own horrid experiments or transmuted into monstrous creatures, their sorcerous implements remain, ready to be put to use by other hands. When 14 Radiant Word Castigates the Sinful made the decision to bond with the Xenomorph Queen, it sent out a psychic call across the multiverse to those of its fellows who shared its ideals. Several answered the call, and while not all agreed at its methods, they promised to assist their brethren in whatever way they could. For some of them, that meant examining and improving upon the designs of the former theurges, tweaking and reworking the virus to something more controllable and, if possible, deadlier. So the Angel, 32 Assiduous Saint Seeks the Flowing Steel, works tirelessly within the old laboratories. Though it detests the creatures 14 Radiant Word has discovered, considering them the worst sort of abomination, it knows better than to question its brethren’s plan. Out loud at least. If caught off guard, the Angel will be hard at work, vivisecting xenomorph bodies and checking several test tubes for the effects of its genetic modifying on xenomorphs placed in extra-dimensional spaces. When the party enters it will move to a defensive position but will not attack, curious about these new intruders. If the Angel can be convinced of the folly of 14 Radiant Word’s plan, then there is a chance that it would leave this place without a fight, content to let its corrupted brethren be put down like the monsters they are. If the pantheon makes an impassioned speech and makes a charisma check, have the Angel roll a morale check with a -1 penalty to its morale for every 4 points they get over their check result. Should it make the morale check its faith will remain strong and will still attack, fighting to the death. If it was alerted by the earlier wards, it will have summoned to of its more successful experiments as allies, ready to fight. Contained within a glass sarcophagus along the far is some of the original genetic materials of one of the ancient theurges, something 32 Assiduous Saint has been using to further its experiments. Unknown to the Angel, this genetic material is the key to gaining entry into the Deep Vaults, as only one with the genetic markings of one of the theurges were able to open the vault doors. Should the party for some reason have one of the bodies of the some of the Xenomorph Queens with them, this will work as well, as the Queens possess the same genetic markings as the theurges. 32 Assiduous Saint Seeks the Flowing Steel resembles a living tree with the upper body seemingly grown into the perfect shape of a man, while its lower body resembles ambulatory roots. Golden metallic leaves snake up from its shoulders to form a glowing halo, and wings of bronze and feathers of silver stretch out from its back. Glowing tattoos showing prayers and litanies to the one encircle its body, all centered around a glowing for in primordial than hovers and inch on front of it chest, the symbol for growth. If its guardians are summoned, they resemble regular xenomorphs, but radiating elemental power. The first has constant flames licking off of it while the other constantly drips a brackish water 32 Assiduous Saint Seeks the Flowing Steel- AC: 1 Move: 60’ run Hit Dice: 15 Save: 18+ Attack: +10×3 Damage: 1d10 straight grasping roots Morale: 10 Effort: 5 Can take 2 actions per round Bound to the Words of Fertility and Artifice

1 60’ run 15 18+ +10×3 1d10 straight grasping roots 10 5 Can take 2 actions per round Bound to the Words of Fertility and Artifice Flame Xenomorph- AC : 4 Hit Dice : 8 Attack: +9×2 Damage: 2d8 flaming claws Move 50’ run Save : 10+ Morale : 10 Effort : 3. Bound to the Word of Fire. Flaming Blood : Each time the Flame Xenomorph is struck and takes damage from an attack in melee range, the attacker takes 1d6 damage from the creature’s fiery blood. Foes with multiple attacks only take this damage once per round. Ever Burning : the flame Xenomorph commits effort to cause a clinging flame to blaze around its claws. Any foe struck in melee combat must make an evasion save or take 1d8 damage each round until it spends an action to extinguish itself

: 4 : 8 +9×2 2d8 flaming claws 50’ run : 10+ : 10 : 3. Bound to the Word of Fire. : Each time the Flame Xenomorph is struck and takes damage from an attack in melee range, the attacker takes 1d6 damage from the creature’s fiery blood. Foes with multiple attacks only take this damage once per round. : the flame Xenomorph commits effort to cause a clinging flame to blaze around its claws. Any foe struck in melee combat must make an evasion save or take 1d8 damage each round until it spends an action to extinguish itself Water Xenomorph- AC: 4 Hit Dice: 8 Attack: +9×2 Damage: 1d12 acid dripping claws Move 50’ run Save: 10+ Morale: 10 Effort: 3. Bound to the Word of Sea 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. Weight of the Seas: the Water Xenomorph commits effort as a smite action and constricts a foe with its fluid body. Any foe so constricted must make a strength check at -4 to act on their turn so long as effort remains committed Proselytizing Chamber- at one point, this was a worship hall for the one, where the mightiest theurges and most pious priests would lead their people in prayer. When the people of the Empire threw away their morality, it became a place where debaucheries would take place, where taboos and social mores came to be broken and the folk would engage in their darkest desires. Covered in defiled and desecrated symbols of the One, the same bio-mechanical designs permeate this place, and now these twisting halls and alcoves have become a haven for a far more dangerous creature. When the Yautja learned of the Xenomorphs and the mutated Angels, a Hish-Qu-Ten hunting team was sent to slay the leader of these monsters. For several weeks, these Hish stalked the Corpse-World, killing the Xenomorphs and learning. Eventually they made their move, stealing into the temple and attempted to take the head of 14 Radiant Word Castigates the Sinful. Though they were able to steal into the inner chamber, the Hish were unprepared for what they found there, overwhelmed before they could activate their totems, two of the Hish-Qu-Ten were captured and infected with the Xenomorph virus, the monstrous disease bonding with their DNA and creating hybrids of terrible strength, leading whatever 14 Radiant Word had become to realize the potential of overwhelming the Yautja homeworld and creating an army of the monstrous creatures. These two Xeno-Yautja now stalk this ancient chamber, terrible hunger to hunt and kill burning within them. If alerted by the wards, they will join their lesser brethren in area 1, attempting to ambush the pantheon. If not, they will be hiding within this area, looking to ambush anything that comes near them. The Xeno-Yautja resemble massive aliens with 4 mandibles around their jaws, with less armor plating but a far more pronounced musculature. Beyond the Xeno-Yautja’s lair is another set of stairs leading down to the east towards area 5, while a long and wide stair case resembling a mutated spinal column to the south winds up towards area 6 link Xeno-Yautja- AC: 3 Hit Dice: 12 Attack: +10×2 Damage: 1d8 claws straight Move 50’ stalk Save: 8+ Morale: 11 Effort: 5. Can act 2 times per round, bound to the Words of Hunting and Slayer Secondary Entrance- outside of the mound-like structure is a secondary entrance, what would have one point been an entrance for the Priests to walk through to address their flock. Now, however, the entrance lies unused and forgotten, a perfect way for the pantheon to get through unannounced. Should the party move around to the side of the mound-like mountain, they should be able to spot the entrance with little difficulty, though getting in might be difficult. Metal has grown around the mound, almost like a living thing and has disgustingly puckered around the entrance like a sphincter. In order to get, someone in the pantheon will have to pry the metal open and quickly get inside, as the seemingly living metal will start to curl up again as soon as it is released. Once inside, the path up the stairs will be pitch black, but lead upward into area 4 Vault Door- the hidden path from area 2 and the stairs from area 4 lead to this massive chamber. The high vaulted ceiling superficially resembling a cathedral are shot through with pylons and beams resembling a ribcage while the walls carry the same motif, as though the chamber was made from metal bones. Lit by an eerie green luminescence, the walls are covered with the same Mayan-styled carvings and hieroglyphics depicting the breaking of taboos and the power of transgression and free will. Dominating the room is a massive vault door that seems to breathe, subtly quivering in and out. When the pantheon approaches, a message will spout out in Primordial, “only the Sons of the Night Serpent may pass.” The vault door is supernaturally tough and seems to heal whenever any kind of damage is inflicted upon it. That is not to say the door is impenetrable though. By smearing the blood of a queen or a one of the theurges, the pantheon will be allowed to pass, the same as if the party had used deception gifts or journeying gifts to unlock the door. Regardless of how they pass, the vault door will open almost like a large mouth with perfect square black teeth lining the door. Leading down and lit by the same eerie luminescence are more stairs, though these lean more heavily on the biological, as the stairs and corridor have a spongy quality along with a heavy moist, slick covering. link Deep Vaults- following the stairs down will leave into another large chamber, though this one is made of worked stone and features a heavily Mayan design unlike the upper levels. Sarcophagi with stylized xenomorphs dot the walls while in the center of the room is a large pool of black water. Seated in the lotus position on the far side of this round, 100 foot room is the object of the party’s search, the Xeno-Angel. 14 Radiant Word Castigates the Sinful is no more, the Angel having been replaced by a new being, a transgression against the divine will. In its place is an androgynous being with metallic, gun-metal skin and both male and female sex characteristics. Spouting from its shoulders, elbows, hands, knees, and feet are razor sharp spines and blades made of a metallic chitin, while long, thick tendrils of segmented bio-mechanical material drape over its shoulders like a grotesque boa of metal worms. Long arms sprout from its hips, spindly, metallic, and tipped with razor sharp ridges. An elaborate crest of bony steel splits the skin on the crown of its head like an elaborate headdress, while small worm-like growths wiggle along the edges. It is beautiful, and terrible, and wrong, with its every movement seemingly expressing the grotesque, the decadent, and the perverse. Ichor dribbles from its mouth to perpetually stain its jaw and neck, dripping onto its lean chest. Worst of all, though, are its eyes. Like two black pools extending into the darkest places of the universe, seeing, knowing, and relishing every sin, every wicked desire given into. Curled near its feet is what could only be another of the Xeno-Angels, a beautiful creature with an elongated head, alabaster skin, and wings made of black chitin. Clutched in its hand is a ridged sword interspersed with embryos encased in amber. Looking at the first with naked desire in its eyes, this second Xeno-Angel will move to interpose itself between the Xeno-Angel Queen and the rest of the pantheon. Drawing itself to its full height, the Xeno-Angel Queen will send a psychic message to the party, a message that brushes upon their minds like a cloying, honeyed poison to leave a dark stain up their minds. Should they surrender, they may be allowed to join the hive and give in to their every desire. Refuse, and they will be worse than a plaything for all eternity. Should they refuse, the Xeno-Angels will streak forward to make good on their promise link Xeno-Angel Queen- AC: 2 Move: any location within sight Hit Dice: 50 Save: 3+ Attack: Two automatic hits Damage: 1d12 psychic assault or claws straight Morale: 12 Effort: 15 Can act 3 times per round. Bound to the Words of Beasts, Fertility, Desire, and Passion

2 any location within sight 50 3+ Two automatic hits 1d12 psychic assault or claws straight 12 15 Can act 3 times per round. Bound to the Words of Beasts, Fertility, Desire, and Passion 1d6 tactics 1- Psychically assault the most morally upright and noblest enemy, showing them visions of the depraved sins 2- physically attack the nearest foe, seeking the most wounded in an attempt to demoralize its allies 3- commit effort for the day to dissolve into a cloud of black spoors, becoming invulnerable for a round and healing all of its minions for 1d6+10 hit dice 4-commit effort to command a foe to drop everything it is doing to perform its deepest darkest desire. If disobeyed, the Xeno-Angel Queen’s do maximum damage as long as effort remains committed 5- The Xeno-Angel Queen commits effort for the day to vomit out a pile of squirming, silvery maggots that grow into a small mob of Xenomorphs in seconds. While the mob lives, as an instant action, whenever the Xeno-Angel Queen would be hit by an attack that only targets her, she can instead cause the damage taken to be inflicted upon the mob 6- The Xeno-Angel Queen invokes a miracle of sin, dealing 5d6 to all enemies within sight forcing them to make an attack on their closest ally. A spirit save negates this effect and reduces the damage by half

Xeno-Angelic Guardian- AC: 3 Move: 60’ flight Hit Dice: 12 Save: 10+ Attack: +10×3 Damage: 1d8 straight alien sword Morale: 11 Effort: 3 Can take 2 actions per round and Bound to the Word of Insects (uses Angelic Guardian Tactics)

3 60’ flight 12 10+ +10×3 1d8 straight alien sword 11 3 Can take 2 actions per round and Bound to the Word of Insects (uses Angelic Guardian Tactics) Xenomorph Swarm- AC: 6 Hit Dice: 18 Attack: +5 Damage: 1d8+1 claws Move 40’ run Save: 13+ Morale: 12 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

Epilogue

Should the party slay the Xeno-Angel Queen, it will send out a psychic shockwave across the planet and the multiverse, waking the xenomorphs on the Corpse-World and alerting the Xeno-Angels among the worlds that their Queen has been slain and their cause is lost. If Kukulkan lives, it will guide the party back to the ship to leave as quickly as possible, as on the horizon a vast wave of Xenomorphs approaches. Boarding the ship will take the party back through the Night Roads to their home reality where Kukulkan drops them off, promising to send word to his homeworld about the party’s great victory. After a day, a grand procession will appear from the Yautja homeworld. Five of the greatest Zhuuls from each of the five castes will arrive and offer the pantheon the greatest gift their culture can offer. They will swear allegiance and fealty, putting the entirety of their society at the disposal of the party. Acknowledging the pantheon as the pinnacle of their paths, each of the Yautja Zhuuls swears oaths of loyalty, binding them and their people to the party’s cause.

A fortunate thing this, as the threat from the Empire of the Night Serpent may not yet be done, for the actions of the Angels have awoken something. The mighty Made God of the old Empire never actually died, but rather wove itself into the mighty theurgy that allowed its people to transform. Long dormant after the Shattering, the mighty act of transgression by one of the One’s direct creations has caused it to stir, and in its stirring has awoken to a much different universe. Perhaps now, with the mighty Made Gods fallen or asleep and the other Empires a mere shadow of their former selves, the Throne of God may perhaps finally be open for the taking. Perhaps there is time for one, last transgression…