This adventure is set in the southern portion of the Bleak Reach, in the city of Long Nets in the south. Should you want to place this anywhere else, it should be fairly simple with just changing a few names and origins as nothing directly hinges on being set in a certain spot. Anyways, I hope you, dear reader, enjoy this adventure or are able to pull something out of it to make it yours. Note: for the Angel, I used the naming convention from the webcomic Kill Six Billion Demons which is honestly the most incredible webcomic, possibly even comic for that matter, that I have ever read. Stunning artwork, well-thought out and engaging story telling, and an absolutely kick ass universe, it’s all around awesome. If you like Godbound, you’ll love this comic.

Disclaimer: I just rewatched the Aliens movies. Sorry, not sorry

Long Nets is a ruined city. At one point, it was a fairly prosperous area, which is saying something for the Bleak Reach. The people of Long Nets did a brisk trade in ore, lumber, and the odd theo-technological scraps with traders from the Bright Republic, Vissio, and even far ranging ones from the Patrian Empire, while also plying the waters for fish and the nearby forests for game. Or, at least they did, until the earth and sky tore open, vomiting up horrors and monstrosities that tore apart the city, and turned the citizens into more of the vile creatures. Those few survivors that got away speak in hushed tones of horrible creatures, black as night, hunched in appearance, but with a long bladed tail. Spines and ridges cover their skeletal body, giving it an almost metallic armor like appearance, but for a smooth, cylindrical, eyeless head, and a gaping tooth filled maw containing an inner second set of jaws at the tip of a long snaking tongue. Vicious predators, those they didn’t kill were captured and brought to the center of the ruined town. No one knows what happened to them there, or even how they got to this reality. The only thing the survivors know is that they are vicious, terrifying, and relentless. The reality is that these monstrosities of dead worlds did not stumble upon this reality, but were brought here. The angel, 14 Radiant Word Castigates the Sinful, in its travels through the night roads, stumbled upon a ruined corpse world. After examining the remains of the inhabitants, finding entire cities filled with strange eggs that released small monstrosities, and the vicious things they grew into, the angel realized it had discovered a perfect weapon to use against humanity. Locking onto a point of fragility in reality, the angel tore a gaping wound in creation and let the alien creatures run free. Only able to keep the door open for a moment, the angel quickly escaped through to view its handiwork. Long Nets had been completely overrun in a matter of hours as the creatures either killed or captured almost everyone within the city, while any who ventured close where brutally slain as well. With the hatching of a new queen, eggs are now being laid in the center of Long Nets, and the scourge is about to spread, as an angel watches over it all in grim amusement, having stolen a clockwork creation from some Vissian merchant that was powered by an ultra-telluric substance, and repurposing it to pull more creatures from the Corpse World. Some, however, see profit in this chaos. A Lomite infiltration team has set up nearby with the intention to observe if the beasts can be tamed, and if they cannot be tamed, then if they can be directed towards the enemies of the Atheocracy. Coincidentally, a member of the Order of Redactors from Vissio has been deployed to find out what happened to several Vissian trade vessels in the area that have gone missing and retrieve the priceless artifact. The Razor, Oliver King, codenamed Emerald Archer, is a master bowman from Vissio, and while extremely talented, he has no idea what he is walking into, but is determined to find out what happened to the merchant vessels.

Ruin Locations

Outskirts and town gate- several abandoned farmhouses sit here on the outskirts while the main gate sits ajar in the distance. Unbeknownst to the party, 5 remaining members of a team group of skilled operatives from Lom hides here, attempting to observe the alien invaders. Their leader, Reliable Smith, a special forces operative from Lom recently lead her men on a daring raid to steal some of the eggs from down in the town square. Their original plan was to see get an understanding of the creatures capabilities, then see if they could be tamed, or at least directed, then take specimens back to Lom and develop them as bio-weapons, although Smith is not confident in this plan. Having seen the creatures in action, as well as losing 6 of her men just to get 2 eggs, she thinks the creatures are far too intelligent and vicious to be tamed or used at all, and would rather see the whole place burned to the ground. The exterior area is set up with tiny trip wires that will alert the team if anything comes near, while they hide down in a cellar. After observing and learning about the xenomorphs for several days, Reliable Smith knows not to underestimate the creatures. Should the party parley with the Lomites, they will give them directions for the area and a full run down on the capabilities of the Xenomorphs. If the party ignores them, they will eventually head back to Lom, though the eggs will hatch along the way, infecting one of the members of the team while the other escapes into the wilderness and begins to infect local wildlife. As the party talks to them, one of the eggs will open, and a facehugger will leap out and attach itself to the face of one of the Lomites. The other will begin to open as one of the warriors attempts to cut it down. If the party does nothing, Smith will eventually have to kill him, explaining how the creatures procreate. Bitter and disillusioned by the Church of Reason, Reliable Smith could easily become an ally to the party with the right argument or use of the right words, while her surviving team members want nothing to do with this and will return to the Atheocracy at their first chance. As the party enters the area, they will feel the unmistakable pull of Celestial Shards coming from the cathedral in the center of the city

Reliable Smith: Reliable Smith is from a small village on the border between Lom and the Bleak Reach. She is a commander of a small Special Forces team from Lom and an excellent soldier. She is an exceptional fighter and martial artist. While her village is nominally Lomite, She identifies more with the Bleak Reach. She has grown frustrated with her position and the Atheocracy, although she keeps this to herself. Not a true atheist, she is looking for some meaning in her life. Bothered by Lom’s recent warmongering, she volunteered to find out what happened to Long Nets in secret hopes of finding survivors. Despite misgivings, she always tries to complete her mission. She is stubborn to a fault, but steadfastly loyal to a cause she believes in. An athletic woman with bright red hair, she wears it tied back, and though a young woman, her years of soldiering make her look older than her years suggest. Favoring heavy plate for armor, she prefers to fight unarmed, making use of Strife of the Broken Earth martial art

link to original

Reliable Smith (5 th level heroic mortal) AC: 4 Heavy Plate Hit Points: 23 Strength: 14/7 Dexterity: 8/13 Constitution: 16/5 Intelligence: 13/8 Wisdom: 13/8 Charisma: 10/11 Saves- Hardiness: 13 (9) Evasion: 14 (10) Spirit: 10 Effort: 3 Attack: +6×2 Damage: 1d8+1 Stone Fist. Talents: Toughness, Heroic Flurry of Blows, Hardened Combatant (x2), Lesser Strife Mastery (Strife of the Broken Earth), True Strife Training (Avalanche Stride) Lomite Special Forces Team Piety Scholar, Trained Mage- AC: 7 Hit Dice: 6 Attack: +5 1d6 blast Move 30’ run Save: 12+ Morale: 9 Effort: 6 Can act twice per round. Woeful Fate Avoiding Prana: Automatically reroll saves or enemy hit rolls that would result in the hero’s death or mortal injury. The second roll is taken, even if it’s worse. Negative Karmic Altering Mantra : Commit effort for the scene as an action, and a single non-Mob target is cursed with misfortune. They’ll always lose games of chance, bad things of varying non-fatal character will always happen to them, and they always roll twice on hit rolls and saves and take the worse result. Worthy foes can make a Spirit save to resist, and the effect lasts until the caster chooses to lift it, it’s dispelled, or the caster dies. Foe Cleansing Flame : Commit Effort for the scene as a smite action. Choose a point within sight; every chosen target within 100 feet of it is struck by falling flame for 2d6 die of damage with an Evasion save allowed to halve the damage taken, rounded up. Archmage of the Bright Eye tradition of low magic Benevolence Cobbler, Minor Hero w/ bow gift – AC: 4 Hit Dice: 4 Attack: +6 1d10+2 crossbow Move 30’ run Save: 13+ Morale: 11 Effort: 3. Choose target and commit effort to end of scene. Attacks always seek out target regardless of range, treat as AC 9, and completely ignore all cover if there is way for arrow to hit. Fruitful Farmer, Minor Hero w/ sword gift – AC: 4 Hit Dice: 4 Attack: +6 1d10+2 longsword Move 30’ run Save: 13+ Morale: 11 Effort: 3. Commit effort for scene as an instant and gain an invincible defense against all physical attacks until the start of the next turn. Does not guard against nonphysical attacks Face Hugger- AC : 4 Hit Dice : 1 Attack: +1 Damage: 1d4 claws and Special Move 20’ scuttle Save : 14+ Morale : 8 Effort : 1. Parasitoid – If a Facehugger successfully hits with an attack and deals damage, the target must make a hardiness save. On a failure, the target falls unconscious and is impregnated with a small xenomorph that will gestate inside the target for 1d10 hours, at which time it will burst out, killing the target if they fail another hardiness save at -4, which lesser foes always fail. Success still deals 1d12 straight damage to the target and spawns a newly created xenomorph



link to original

Residential district- this place is largely abandoned, with houses bearing the signs of conflict. Doors are bashed in, slash marks from long claws dot the walls, there are occasional burn marks from what looks like a strong acid, and blood everywhere. Curiously, there are no bodies, but obvious drag marks. Whatever did this, it appears as though there were a lot of them and they were vicious creatures. House after house is like this, with plenty of evidence that people were there recently, but there are signs of great violence and destruction sweeping through quickly. There are 3 pathways here, one leading to the docks, another to the business district, while a third leads to a lone tower overlooking the town.

The Tower- not all those infected by the inhabitants of the biomechanical hell the Xenomorphs escaped from lose themselves completely. An adaptive species, the aliens sometimes take on aspects of the host body. While most are completely subsumed by the hivemind, some certain ingrained abilities sneak through, especially those of the more magical variety. Such is the case of the inhabitant of the tower in Long Nets. At one point a sorcerer who had taken up residence in the Bleak Reach in order to escape a sordid past made his home in that tower, but that sorcerer is now dead, a host for one of the creatures when the angel unleashed them upon this place. But something lives on. The magical prowess the sorcerer worked for in his life remains in the creature that has come forth, changing and warping it into something completely different. No longer part of the hivemind, yet aware of it, this sorcerous Xenomorph now exists locked inside of the tower, the wards that would have protected the original inhabitant from outside attack now keeping the new creature locked inside, at least until it can understand how to use the magic the host body cultivated. The tower itself is barred with a simple but potent ward, creating a small but impermeable barrier that bars any sort of entrance. In addition, there is one more trap wrapped into the enchantments barring the entrances. A recursive-kinetic trap designed to throw any force back at the instigator, the trap has held strong so far but is on its last legs. The first attempt to kick the door open will cause the force to rebound back at said door kicker, then exhaust itself. Say for example, someone deals 2 points of damage by striking the door, they will then take 2 points of damage. Any damage dealt via energy is unaffected. Inside, this tower heads up for 3 floors, eventually opening into a sorcerous workshop in a state of disarray. A bookshelf lies broken in the corner while all manner of magical apparatuses lie strewn about the floor. Most pressing however, is the creature in the center of the room

Xeno-Sorcerer – resembling its more common brethren, this creature is terrifying, a skeletal body covered in razor sharp biomechanical ridges and bone-spurs, limbs ending in razor sharp claws, a long tail ending in a wicked spike, and an eyeless cylindrical head. However, the similarities end there, marking this monster as unique. Sorcerous writing and runes run in parallel lines along the long head as more of the same crisscrosses the emaciated body like faintly glowing tattoos. The mouth of the creature, though made of the same material as the body, is that of a man. Once fine red robes of a sorcerer’s regalia adorn the creatures body, shredded in places by the bone ridges by worn in a crude imitation of what a true practitioner of what the arcane arts would. As soon as it notices the party, the creature will hiss and immediately go on the defensive, arcane symbols flaring as it unconsciously grasps at magic. While it will fight, the creature can be subdued. If so subdued, then the party may have a chance to tame it and make an ally of this bizarre monstrosity. The creature exhibits feelings of extreme confusion and loss due to its separation from the Hivemind and now searches for meaning. Any miracle of a relevant mental word or even some kind of mental communication would be sufficient to turn the creature to their cause, though it would not attack the other xenomorphs, nor would they attack it. In addition to this possible ally, scattered among the remaining sorcerous tomes are some treaties containing true theurgy, subjects of the previous sorcerer’s studies. The Barred Gates of Forbiddance and The Tireless Iron Cavalcade remain here, hidden among the strewn about tomes.

– resembling its more common brethren, this creature is terrifying, a skeletal body covered in razor sharp biomechanical ridges and bone-spurs, limbs ending in razor sharp claws, a long tail ending in a wicked spike, and an eyeless cylindrical head. However, the similarities end there, marking this monster as unique. Sorcerous writing and runes run in parallel lines along the long head as more of the same crisscrosses the emaciated body like faintly glowing tattoos. The mouth of the creature, though made of the same material as the body, is that of a man. Once fine red robes of a sorcerer’s regalia adorn the creatures body, shredded in places by the bone ridges by worn in a crude imitation of what a true practitioner of what the arcane arts would. As soon as it notices the party, the creature will hiss and immediately go on the defensive, arcane symbols flaring as it unconsciously grasps at magic. While it will fight, the creature can be subdued. If so subdued, then the party may have a chance to tame it and make an ally of this bizarre monstrosity. The creature exhibits feelings of extreme confusion and loss due to its separation from the Hivemind and now searches for meaning. Any miracle of a relevant mental word or even some kind of mental communication would be sufficient to turn the creature to their cause, though it would not attack the other xenomorphs, nor would they attack it. In addition to this possible ally, scattered among the remaining sorcerous tomes are some treaties containing true theurgy, subjects of the previous sorcerer’s studies. The Barred Gates of Forbiddance and The Tireless Iron Cavalcade remain here, hidden among the strewn about tomes. Xeno-Sorcerer – AC: 6 Hit Dice: 8 Attack: +8×2 Damage: 1d10 sorcerous claws Move 40’ run Save: 11+ Morale: 8 Effort: 5. The Xeno-Sorcerer can act twice per round Acidic Blood: Each time the Xeno-Sorcerer 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. Chaos Magics: The Xeno-Sorcerer can commit effort as an instant action to pull forth roiling magic to harm foes around it. It inflicts 1d8 damage on its turn to foes within 30 feet. Unconscious Harmonic Defenses: the wards the sorcerer had in life live on in death. The Xeno-Sorcerer is immune to any effect that would kill it directly without inflicting damage. Death spells, lethal poisons, petrification, or other instant-death effects cannot affect it though non-lethal side effects apply normally. As an instant action, the Xeno-Sorcerer can commit effort for the day as an instant action to negate an attack or effect that would kill them, but may only do so once per day

Business district- after the violence evident in the residential area, the business district is slightly different. While the exterior of the area bears the same signs of violent conflict as the other areas, the interior of several buildings tells a different story. Interiors of whole warehouses have been covered in a resin like substance, giving it a disturbing biomechanical appearance covered in whorls and ridges. In each area, there are several cocoon-like mounds built in to the walls and outcroppings where a human face can be seen. If the party investigates, the body will be in a trance, and if woken abruptly, will start to scream with fear and pain. The person has been infected with a creature that even if they are calmed and freed, the beast will burst from their chest with a screech as a young xenomorph. If the resin is torn away, dozens of people can be seen trapped within each of the mounds, and while infected, the xenomorphs inside them have yet to mature, meaning they could still be saved, though it would require a miracle of the Health or Fertility word, or any other relevant word or gift necessary to kill the parasite within, administered within a day at most. If there are any major noises, a small mob of Xenomorphs will come down to investigate, possibly putting the whole place on high alert. The business district has pathways leading out to the docks and another leading to the town square.

Xenomorph Swarm– AC: 6 Hit Dice: 18 Attack: +5 Damage: 1d8+1 claws Move 40’ run Save: 13+ Morale: 8 Effort: 1. Natural Stealth: the Xenomorph vanishes into natural outdoor surroundings, becoming imperceptible to all onlookers for one round. The effect is broken if they attack or otherwise draw attention. Each use of this ability after the first in a scene requires the user to Commit Effort for the scene. Worthy foes can make a Spirit saving throw to pierce the concealment. Acidic Blood: Each time the Xenomorph is struck and takes damage from an attack in melee range, the attacker takes 1 damage from the creature’s acidic blood. Foes with multiple attacks only take this damage once per round. Overwhelm: 1d20 vs. 1 target with a Hardiness save to resist

Docks- the docks area, while out of the way from the town square, does contain a possible asset. While the resin substance the xenomorphs secrete is not present here, one of the first things that the party notices are the bodies of some of the xenos, pin cushioned with arrows. Once they move to examine them, a man will reveal himself from a nearby upper window, his bow trained on them. Once he is sure that they are no friend of the monsters, he will be happy to parley with them. A Vissian agent, he introduces himself as the Emerald Archer. He explains that he is here to find out what happened to the Vissian merchants who sailed to Long Nets. While he does not feel confident that they have survived, he still needs to try. This, however, is only his secondary mission. His main goal is to recover an experimental clockwork engine powered by an unknown substance. He would be happy to ally with the party to find out what happened, but will do his best not to reveal his primary mission. What happens when the party finds the shards can be decided later. As the party talks with the Emerald Archer, 5 Xenomorphs will come sneaking out of the shadows, intent on ambushing the group.

The Emerald Archer: a Vissian man, the Emerald Archer is a lean and well muscled dark skinned man with a neatly trimmed goatee and domino mask. While his leathers have a dark green tint, he carries a curious compound bow modified with clockwork and gears. A member of the Order of Redactors, the Emerald Archer still carries an idealistic streak despite the bloody nature of his work, believing what he does is for the good of the country and the people. Masquerading as a wealthy nobleman to the public, Oliviero Falco, an idle son of a wealthy household. Arrogant and self-assured, the Emerald Archer none the less possesses a strong sense of justice and charity.



link to original

Emerald Archer (7 th Level Heroic mortal) AC: 4 (magical leather armor) Hit Points: 23 Strength: 14/7 Dexterity: 16/5 Constitution: 13/8 Intelligence: 8/13 Wisdom: 10/11 Charisma: 13/8 Saves- Hardiness: 8 Evasion: 7 Spirit: 8 Effort: 4 Attack: +10×2 Damage: 1d8+3 Pneumatic steam powered bow (adds a +1 to attack and damage rolls). Can act twice per round. Talents: Hardened Combatant (x2), Heroic Flurry of Blows, Wealthy, Parallel Life, Innate Gift (x2), Heroic Alacrity, Legacy/ Natural Power. Gifts: Bolt of Invincible Skill , Feathered Tempest, The Seeking Flight

(7 Level Heroic mortal) AC: 4 (magical leather armor) Hit Points: 23 Strength: 14/7 Dexterity: 16/5 Constitution: 13/8 Intelligence: 8/13 Wisdom: 10/11 Charisma: 13/8 Saves- Hardiness: 8 Evasion: 7 Spirit: 8 Effort: 4 Attack: +10×2 Damage: 1d8+3 Pneumatic steam powered bow (adds a +1 to attack and damage rolls). Can act twice per round. Talents: Hardened Combatant (x2), Heroic Flurry of Blows, Wealthy, Parallel Life, Innate Gift (x2), Heroic Alacrity, Legacy/ Natural Power. Xenomorph – AC: 6 Hit Dice: 4 Attack: +5 Damage: 1d8+1 claws Move 40’ run (20’ scuttle) Save: 13+ Morale: 8 Effort: 1. Natural Stealth: the Xenomorph vanishes into natural outdoor surroundings, becoming imperceptible to all onlookers for one round. The effect is broken if they attack or otherwise draw attention. Each use of this ability after the first in a scene requires the user to Commit Effort for the scene. Worthy foes can make a Spirit saving throw to pierce the concealment. Acidic Blood: Each time the Xenomorph is struck and takes damage from an attack in melee range, the attacker takes 1 damage from the creature’s acidic blood. Foes with multiple attacks only take this damage once per round.

Town square- following from either the docks or the business district, the town square is a horrible, surrealist nightmare scape. Foot tall leathery eggs cover the open area of the town square, watched over by a vast mob of Xenomorphs. The ground and building have all been covered in that resin like substance, leading to the doors of the central cathedral. Should the party attempt to openly enter the area or attack the eggs, the aliens will attack without hesitation or mercy, openly flinging themselves at the party. After 1 round of combat or the eggs being threatened, the doors of the cathedral will burst open and the Xenomorph Queen will come charging out, full of piss and vinegar. Once the enemies have fallen, the party will feel the pull of celestial shards coming from within. The Xenomorph Queen is a bit different from her children, resembling an enormous insect nearly 20 feet tall with black chitinous legs ending in razor sharp claws. The interspersed between the legs on the thorax are multiple sets of teats perpetually dripping a black ichor of which the other creatures seem to lap up hungrily. Disturbingly, the head of the creature sharpen to a point that forms a perfect woman’s face made of pure white porcelain, while the eyes and mouth perpetually leek smoky quietus

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

– : 6 : 52 +5×3 : 1d8+1 claws 40’ run : 13+ : 8 : 1. : 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. : 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. : 1d20 vs. 1 target with a Hardiness save to resist Xenomorph Queen (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, and has the word of fertility for defensive dispelling. Monstrous Strength: Whenever the Queen is in an opposed Strength check or contest against another creature or opposing it in a grapple or other exercise of strength, the Queen always wins. If another being with this gift similar to this struggle, the test is resolved normally. As an action, the Queen can confer the benefits of this gift on an ally for one contest or action. 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. Iron Hard Carapace: Commit Effort to the end of scene as an instant. Negate one physical attack or instance of bodily injury. This gift can’t ward off mental or spiritual damage types, or magical effects that would normally provoke a Spirit save. This immunity extends only to one round worth of damage when facing an ongoing peril that does damage each round. Blessing of the Hive Mother: Commit Effort for the day. All Xenomorphs in sight are refreshed, regaining vigor as if well-fed and rested and healing 1d6+8 hit dice. Unlike most healing effects, recipients need not commit Effort to benefit from this blessing. Preserve the Matriarch: as an instant action, whenever the Queen would be hit by an attack that only targets her, she can instead cause the damage taken to be inflicted upon a nearby ally within 30 feet

d6 Titanic Beast Tactics

1 Savagely charge the biggest enemy in sight, automatically hitting with its first attack.

2 Unleash succor for her children, spraying them with black ichor and healing their wounds by using Blessing of the Hive Mother.

3 Spray a nearby opponent with rage inducing pheromones, allowing her any friendly mob to take a free attack if able and all attacks against that foe automatically hit for the rest of the scene until dispelled

4 Vomit acidic fluid on one foe within melee range, dealing 5d8 damage

5 Make a furious threat display against the most aggravating enemy as an action. Its next attack sequence against that enemy hits automatically all three times.

6 Hunch down and use defensive gifts. No attacks this round, but if anyone attacks it, it automatically counterattacks after the blow lands



link

Central cathedral- with the queen slain, the doorway to the deeper cathedral lies open. The same, surreal nightmarish environment permeates the area, leading deeper into the sanctum. Curiously, there is an eldritch light coming from inside, along with the increasing pull of celestial shards. The area near the main altar is lit by a soft pulsating blue light that emanates from what appears to be a tear in space and time, above a humming clockwork engine that glows with the same light. A hole in reality, leading to a gray, biomechanical hell-scape is slowly opening as winged being of utter perfection stands before it, with a golden light radiating off it. This being looks like a beautifully crafted statue of a man made of solid gold, artificial but perfect. Its head is that of a bald man, except it has no features, just a perfectly smooth face, but the crown and back of the head is gone, as a miniature galaxy floats in the space where the rest of the head should be, encircled by a few scraps of metallic golden flesh. A halo of bright flickering blue fire encircles the angel’s brow, rising higher at the front like a crown of flames flowing up from an eye formed at the center. A large blue crystal mandala wheel edged with pure silver covered in Sanskrit and various runes floats perpendicular to the ground a few inches from the angels back, and flowing out from it are large bird wings, but made from glyph covered papyrus rather than feathers. A short toga of pure white covers the angel’s torso and upper thighs, and is tied with a sash of bright red, while the angel floats a foot from the ground at all times. The angel hates humanity with every fiber of its being for despoiling the world, and plans to open a permanent gate to the corpse world of the Xenomorphs, calling the rest of the horde to sweep across Arcem, killing everyone who would stand in their way and taking angelic vengeance on all of creation. Unless, of course, the party puts a stop to its plans. The angel guards a second queen egg that sits by the clockwork engine, a sympathetic connection to the corpse-world. While the angel will attempt to put down the party as quickly as possible and continue its plan, it knows that continued work hinges upon the egg of the new Queen and will defend the egg with its life. While the engine keeps the Night Road open, it is not completely necessary. Should the party realize the importance of the egg and attempt to destroy it or reduce their heavenly foe to less than half of its hit dice, the angel will take the egg and flee where ever it can, even through the Night Road back to the Corpse World. Should the engine take more than 5 points of damage, it will begin to overload, detonating a few seconds later dealing 3d12 straight damage to anything within a 1 mile radius, completely flattening the town and destroying the celestial shards within. 14 Radiant Word Castigates the Sinful (Angelic Regent)- AC : 5 Hit Dice : 20 Attack: +10×2 attacks Damage: 1d12 psychic assault straight Move 120’ teleport Save : 5+ Morale : 10 Effort : 6. Can act 3 times per round, and has the words of Knowledge and Fear



d6 Regent Tactics

1 Teleport up to 120’ away from danger, leaving an illusion of itself remaining in its place. Spirit save to disbelieve the illusion

2 Attack the strongest foe, using a crushing urge to cower in abject terror, losing their turn until they succeed at a spirit save that can be re-attempted at the beginning of each turn.

3 Invoke a miracle to cause phantom terrors to sprout up around all foes in sight. Any enemy targeted by this ability must make a spirit save or attack the closest the ally, believing them to be an attacking enemy

4 Invoke a miracle to force attackers to suffer the same damage they inflict on it until its next turn.

5 Use all actions to kill the last foe to denounce its lies.

6 Invoke a miracle to utter a command; any who disobey it before the next round starts suffer a 1d6 damage die of normally-rolled damage.



link to original

Aftermath: once the open night road has been closed, the party will have some decisions to make. The townsfolk are still outside cocooned and the town square is filled with eggs. If the eggs are left alone, they hatch into a swarm of face huggers within a day, and the townsfolk will be slain by the chest bursters within a few hours, after which the party will have to deal with another bunch of the xenomorphs. Should 14 Radiant Word Castigates the Sinful escape, the angel will eventually take the new queen into itself, letting the new creature feast upon its divine flesh and becoming something far, far more dangerous. Should it escape without the egg, then the angel would most assuredly swear eternal vengeance upon the Godbound, doing whatever it can to engineer their downfall. The engine itself has 4 Celestial Shards contained within, but cracking the engine open and taking them would ruin the engine. While the Emerald Archer will not, or cannot, stop the party from doing so, he will attempt to bargain with them for the return of the engine, promising wealth and the gratitude of the Order of Redactors should they return it. If the party is so inclined, his services are for sale, and a deal could be made if they wanted to secure his services for their growing faction.link to original