Mythic 6 - Tar-Baphon's final trap and the world left untouched.

Game Master Davachido

Initiative:
Initiative order: Amelia, Dreyyn, Demons, Nethan, Elise, Elves

Current Map


Story summary:

  • Left for the Well
  • Found some strange beings/corpses in the Well
  • Met a set of 3 red Eldred
  • Found that the creatures in the Well are meshes of otherworld creatures and ones from Golarion.
  • Saw that at least one of the creatures could manipulate Eldred corpses.
  • Saved a Dwarf who was sent in by an earlier brigade.
  • Found a portal to the Eldred world.
  • Saw a pool that drew Eldred towards it that you later found was to power something related to Aroden.
  • Met up with three strange Mercenaries, who weren't form the Eldred world nor Golarion.
  • Entered a Neutral Outpost and asked about some rumours.
  • Learnt about the colours of the Eldred world.

    Colours:

    White = Dietrich
    Blue = Dalmahoy
    Red = Dearganach,
    Yellow = Khekeret
    Black = Ustal
    Purple = Ejderha
    Green = Cailleach-oidhche

  • Met Daeron who had a job for you (which you are on)
  • Told you about a girl his higher ups were abusing to find the bloodstones.
  • Traveled towards the Khekeret city
  • Met some Seelie Faeries who had made some knights get lost in the woods.
  • Freed the knights from the Faerie tricks.
  • Teamed up with the knights as your goals seem aligned.
  • Got to the Khekeret Capital.
  • Began Triangulation plan once a base was established.
  • Escorted a boy from a noble house out of the shadow district. Caladran Nkosi.
  • Met up with an Ustal spy situated inside Khekeret. Called Xanroa.
  • He promised to aid you when he could as he would like to discover the secrets of this 'false world'.
  • Got ambushed by an Eldred. Now revealed his nickname to be Spook. The party have recruited him as a guide to the world. He is Yellow (Khekeret) though he doesn't use colour magic.
  • Found out there is more than one group after this girl and that there are various legends about the Bloodstones though you aren't sure which are true.
  • Completed Triangulation, location is at the Nkosi house's grounds.
  • Currently breaking through the house into the basement.
  • The group has found vats of blood that have been enhanced by the Heart's power that makes some fairly large monstrosities.
  • The party has found the other group that is after the Heart and it seems they are in league with Tar-Baphon.Freed the heart after learning Moretti's identidy
  • The heart calls herself Atenzuki
  • Atenzuki doesn't recall much from her past other than she was trained in the Xia homeland. She doesn't remember parents only mentors.
  • Having recovered the locating stone that Moretti had the group knows that there are others like Atenzuki out there.
  • Nkosi was willingly harbouring the experiments performed on Atenzuki, so House Khekeret likely knows what Atenzuki is or at least how to use her.
  • The blood that is thrown away in the sewers is enough to taint Eldred.
  • The group does not know if Atenzuki's blood affects them.
  • Upon leaving the Khekeret city the group is invited in by a Seelie creature, Queen Shyka. She wanted them to set an example of their pursuers so that others would not disturb the woods.
  • Queen Shyka knows old tunes from Golarion. The tunes are dated from the crusades and before Tar-Baphons death.
  • Returning to the outpost Sarangeral tells them of events happening in their absence.
  • Siphon locations and attacks from what sounds like undead have been placed on the map.
  • The group has taken their first steps into the use of colour magic.
  • Elise has found that those of house Dalmahoy are functionally blind but use other modes of sight.
  • Ayla has a missive from what they assume is house Ustal but the group has not contacted her yet.
  • The group has joined in on the festivities possibly making a name for themselves amongst the Eldred.
  • The voices in Atenzuki's head have been referring to the Golarion name for Tar-Baphon, The Whispering Tyrant as opposed to the Eldred form.
  • The voices also mention a white crown.
  • Found a frosty underground area.
  • Traversed it to find another bloodstone that they had locked onto.
  • Moretti found them again and challenged them to another fight.
  • Other Khekeret Eldred were trying to track down the bloodstone in order to use it.
  • Finally they reached an factory where undead were being produced with mechanical enhancements.
  • The group found a more childlike sister in Kizutena.
  • They returned to the outpost in order to formulate what to do next. They thought the siphons were of utmost import now that they know it was draining the land.
  • The group decided to leave the others they found in the outpost, except the sisters (bloodstones) and go off to fight the siphons.
  • Cleared out a few groups of siphons.
  • Used one siphon to transport themselves to the place where the energy was being siphoned to.
  • Found a facsimile of the Gallowspire.
  • Saw that all the energy was being funneled to the top, which they found out later was through another bloodstone.
  • Fighting some hard battles to the top they met with Epnui.
  • Alporel decided to get into a battle of wits with Epnui, trying to convince her to give up on her idea of genocide.
  • The others meanwhile were representing the other races and how they could stand with or without the elves.
  • Having convinced Epnui of their strength, she relinquished control of the bloodstone named Tenzukia.
  • She also mentioned the final bloodstone being an Eldred leader, called Zenikuta.
  • The bloodstones would form into Arazni if brought back together, whether this is a good thing the group is unsure about.
  • After questioning Epnui about much of the world they prepare to return to the outpost. (Below is the important posts about info.)
  • Plot info posts:

    Eþnui shakes her head at all "I appreciate the gesture but considering for what you will be doing it is likely you kept them." She does look at the attire with longing but thinks better of it.

    Eþnui then shrugs at Elise "I do not know how long this world has but not long. Tar Baphon's minions have been flooding through to speed up the process now that the process is reaching its peak. Tar Baphon will be using the Eldred for one of two things, either taking their essence to continue feeding the siphons and his own power. Or conversely turning them into undead soldiers. Hence making sure there is both an army and strong figurehead in which to lead them. Time is short, in the grand scale considering how long this has been building for."

    Turning to Amelia she continues "Yes, this realm is to draw power from them both. As Tar-Baphon was all but a god, with Aroden's energy he will be one soon." Eþnui then looks down at Tenzukia who Nethan is now tending to. Looking at the two siblings that the group has already met. Eþnui sighs "There are four of them, three of them were trapped here while one was taken by allies to Geb. These Bloodstones are the organs of Arazni, or rather beings made manifest from those organs. Each one was being controlled by Tar-Baphon for a specific purpose. The strange one you met was to make mechanical undead, this one here." She points to Tenzukia "Was a conduit to the siphons. Lastly, Zenikuta, is an Eldred leader meant to coax the nations into one place for them to be destroyed. I believe that part of the plan is still ongoing."

    "As of how to put a stop to this place disappearing. Unless you request the help of those of the first plane, like I did with the elven plane, I do not see how. At least with regards to this plane, it was made to be destroyed. It has come to the end of its life. To stop Tar-Baphon, however, is a matter of severing his tie to Aroden before he draws in all his power. If he becomes a god, there is little any of us can do to stop him."

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    Eþnui tries to answer each question in turn, starting with Elise and Amelia's questions. "Colour magic is a type of transmutation magic. If you have ever heard of Primal magic it is basically the honing of that magic in a way similar to a painting. It is as wizards cast magic by rote through magic circles. Colour magic over the years is many Eldred coming together and identifying the part of primal magic that they most understand to pass on through to its populace. The first Eldred as you might have guessed by now were Elves from the Whispering way. These first generations, as the Eldred put it, combined the magic from the residual energy of Tar-Baphon's battle with Aroden with this understanding of primal energy to form the houses. They were meant to be unified once but of course even Tar-Baphon's servants are wont to show who is the greatest which caused their divide later." Eþnui meaders a little.

    "Back to the point, the magic that was here was created by primal magic yes, specifically the shattering of Aroden's shield. Such an artifact left this world with a lot of residual magic from which to draw from. However with no-one to teach the new generations how this worked it came down how best to use these 'sects' or 'disciplines' of colour magic for each subsequent generation of Eldred." She ponders Elise's question. "Would it work in Golarion? Most likely yes, though it would require a source of primal magic to work. There are certain parts of the world that have that magic and I feel if you found this you likely could use it quite easily. Also if you carried some of the magic within the conduits that the Eldred make you could move away from such a source and still use colour magic"

    Turning to Dreyyn she says "That could be possible, yes and far easier, where would you plan to take the many Eldred though?"

    She realises that in the waffling from earlier she has answered most of Alþórel's question. "So yes the Eldred were the Whispering Way. However, they were the backup plan. This world was meant to effectively be a large phylactery if it failed at being a trap to Aroden. Either containing Tar-Baphon's soul to eventually come back or Aroden's soul so that he might be absorbed. It just so happened to become both. The original plan was for the Whispering Way elves to use the trap to refocus the energy into resurrection because of Tar-Baphon's defeat. However due to the primal energy left behind by the shield they concocted a new plan. One to capture Aroden who though victorious was left weakened. Few know of this weakening. It started with the loss of his avatar, then the fight with Tar-Baphon, then finally when he decided to shoulder all of humanities problems on his back. All this would take its toll.

    Eþnui the narrates the piece missing from the history books. "On his return journey, what would now be called the Eldred, reopened the portal to this world. The Well of Sorrows. The Eldred poured out of there and fought the God for three weeks. Three weeks did Blue Eldred hold a storm to trap him. Three weeks did white Eldred hold Aroden at bay. Three weeks did Green Eldred slowly poison him. Red Eldred entangled him, yellow Eldred encased him, purple Eldred shattered his will. Slowly they battered him down, then the first then threw him into the Well where the trap that was laid by Tar-Baphon, finally sprung." As Eþnui regales the tale she makes sweeping motions with her hands before she clenches them near her face. "From here the rest was simple, utilise the primal magic over and over again until there was none left. Then any magic that was used in this plane would be drawn from Aroden instead as there was no other source. This magic was taken into the Eldred similar to how sorcerors are gifted their magic. Once an Eldred had enough they were drawn to the Siphons, where the magic was thus absorbed and returned to Tar-Baphon."

    "Thus to answer your question." She eyes Nethan. "Since colour magic still functions, Aroden is not yet dead. His magic is just trapped here. If you are able to cut off Tar-Baphon from the siphons, you might yet, save a god."

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    Eþnui begins to think more on the questions as they are now about the challenges ahead, she postulates "You would likely have to try to convince the Eldred that leaving the plan is best for them. The best target would be Zenikuta, you would need to convince her to send a message of this plan or depose her and take partial command of the .. "relief effort" she will be putting in motion."

    Eþnui clasps her hands together and rests her chin on them. "Hmm, the best way would be just flat out destroying them one by one. Though that is not the most effecient. You could use this plane to try and find them. Draw them up here and fight them together. You all are strong enough to fight many at the same time. This plane as you saw previously is a place to funnel the siphon's energy. Taking Tenzukia off the focus." She points to the prison Tenzukia was in. "It will slow the siphon's energy a bit but not completely. Think of it as Tar-Baphon now getting a pub meal of energy every so often instead of a high class dinner.

    "Colour magic could be learnt faster if you find the right kind of teacher. For those studious of the arcane I would advise learning from an Ustali teacher if you could find one. How they learn magic is the most similar to Golarian magic even if you aren't using black colour magic."

    Lastly replying to Amelia "The plane was made to serve two functions one of which was the phylactery yes. Tar-Baphon is reborn but is in a relatively weakened state to when he fought Aroden. In this state he would be no match for taking on nations. However with the siphons he will slowly return to that point and eventually even beyond that with Aroden's power. Where he is at the moment, even I don't know. Though if I would hazard a guess, you could follow the energy the siphons are feeding to this place further down the line and you would likely find him."

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    Characters in Mythic 6
    This is copy pasted from the document below.

    Basic Rules
    Character progression from level 1 to 6 is as per Pathfinder. With a few exceptions, you may multiclass once and you may not take any prestige class. Upon attaining 6th level, for each 10,000 experience a character gains, they earn a new feat. All allowed feats are within the Pathfinder core rulebook and advanced player's handbook, no other feats are allowed. Feats with unattainable prerequisites under this system remain unattainable.

    As this is Mythic 6 we will start with one tier of Mythic. At reaching Level 6 you will face your 2nd trial to attain your second tier. From then on as you complete mythic trials you will advance up Mythic as per normal.

    Allowed books
    • Any Paizo source book.
    • Races can only be chosen from Core and APG but can use the changes from ARG.

    Character creation
    At character creation you will start with 20 point buy, in addition you will be starting at level 3. All characters will start as young for their race.
    You start with the first mythic tier.
    You start with 3000gp which you may use to purchase mundane items, wands and scrolls. You may buy one magical item with that money (wands and scrolls don’t count).
    Characters will start with 2 traits.
    No 3PP material except Dreamscarred press.
    Max hit dice at 1st level, average-rounded-up thereafter.
    Evil characters are not allowed, too often it devolves into PvP.

    Eldred Map

    Current Map

    World Map

    Eldred Pic

    Link to houserules and extra feats:

    Mythic 6
    Conduits

    Other items:

    Currently: (Start of new day)

    This wand can be used either by being on the person or in their hand. If the wand is in their hand they may activate it as a swift action instead of a standard. If it is not in their hand they may activate it as a standard. When cast it casts cure moderate wounds as CL 5.

    This spell may also be activated by anyone within 30 feet of the wielder. This takes their standard action, not the wielder's. The spell is then cast from the activator with a range of touch.

    When someone activates the wand be it the wielder or someone within 30ft they may spend Mythic points to enhance the effects in two ways.

    1 point: The spell now heals 4d8+10 instead.

    1 point: The spell can now be activated as a swift action. If this power is activated by the wielder and the wand is held in his/her hand the casting becomes a free action.

    They may activate any and all abilities as long as they spend the points needed.

    Unlike normal wands this wand does not have finite charges, instead it is regenerated through combat. For every enemy that is either killed or incapacitated within 100 feet of the wielder the wand gains a number of charges equal to the creature's CR. These charges are reset to 0 every 24 hours.

    School: Conjuration, Evocation.

    1- If you holding this wand in your hand it is a swift not standard to activate.

    2 - the wielder does not to be holding it, anyone can use it as long as they are within 30 ft of the person with it.

    3 - it feeds on battle more accurately, it is a wand of valour. As in the Valour in battle not soul sucking, that was just the assumption. It works on undead/constructs/oozes.

    Colour magic:

    Basic colour magic
    Each school of colour magic comes with 2 at will spells with a way to enhance each of them with spell points. You start off with ½ your level of spell points each day and recover them after 6 hours of rest as part of natural recovery. When choosing a school you choose a primary stat which can be any of your stats. Spell DCs for any of the spells are 10 + ½ level + Primary stat modifier. All spells follow regular spell rules (provoke attacks, standard action, etc) unless otherwise stated. All spells use a standard action unless stated in their text. Any ranges of spells are based upon your character level instead of caster level.

    Red
    Leaf barrier: Summon a swirling set of leaves around you that deal 1d3 damage to any enemy that starts its turn adjacent to you. This lasts for a number of rounds equal to your character level. If you spend a spell point you may summon the leaves as a swift action and they deal 1d6 damage instead.

    Roots beneath the earth: Choose an enemy within close range and make a ranged touch attack. If you succeed they are entangled for 1d3 rounds. If you spend a spell point they are entangled for 3 rounds and take 3 points of force damage at the end of each of your turns.

    Blue
    Vortex: Summon a vortex of water that is within 10ft of a source of water. This vortex is 5ft at its base and is 10ft high. It expands in width from the centre by +5 per 5 levels at the top of its height. Any creature that is within the vortex must make a reflex save vs your spell DC or be unable to move. If a creature enters the vortex or is at the centre of the vortex at the start of their turn they also take 1d8 + ½ your level bludgeoning damage (no save). This vortex lasts for rounds equal to your level. You may spend a spell point to summon the vortex with no water present and any creatures that are smaller than the size of the vortex are pulled to the centre of the vortex unless they pass a reflex save vs your spell DC.

    Water lance: You summon a water lance and throw it at any enemy within close range. Make a ranged touch attack, if you succeed the targeted takes 1d6 + 1d6 per 2 levels past 1st. If you spend a spell point you may freeze the target as well, making them flat footed for 1d4 rounds.

    Yellow
    Glide: You move your move speed in a straight line ignoring all difficult terrain during this movement. If you spend a spell point you move do this as a swift action and gain +2 to either your attack or AC for one round.

    Protection of Sand: Summon a floating shield from a pile of sand that takes up at least 5ft square within close range. This shield grants a shield bonus equal to ½ your level for a number of rounds equal to your level. You do not need to be proficient with shields nor are you wielding it. If you spend a spell point you do not require sand to summon the shield and any you may disperse the shield early as an immediate action to double the bonus it grants to your AC until the end of the round.

    Black
    Blind spot: You summon the shadows of a creature to blind the creature to your presence. Make a ranged touch attack against a creature within close range. If you succeed you gain concealment against that creature for rounds equal to half your level. You may spend a spell point when making a single melee or ranged attack to change that attack into a touch attack while also gaining the benefits of the spell if you hit.

    Shadow siphon: You draw upon the shadows to protect you. While at least partially in shadow or darkness you count as being in cover until you leave the shadow. If you spend a spell point you use your own shadow as cover and gain fast healing 1, this lasts for rounds equal to your level.

    White
    Stone spike: You stamp the ground to summon a 5ft cube spike within close range. If a creature is on the ground at the place you summon this spike they must make a reflex save vs your spell DC or take 1d6 damage per 3 levels. The ground where you summon this spike is difficult terrain for 1d3 rounds. If you spend a spell point you expand the area by an additional 5ft per 3 levels.

    Heart of stone: You gain temporary hit points equal to your level. This lasts for a number rounds equal to your level. You may only cast this spell if you are immediately threatened by danger. If you spend a spell point you may activate this as an immediate action and double the hit points gained.

    Purple
    Crystalline burst: Choose a 5ft square within close range. All creatures adjacent to that square must make a fort save vs your save DC or take 1d3 damage per 2 levels. If you target the square you are in this spell does not provoke attacks of opportunity. If you spend a spell point the damage dealt is increased to 1d3 per level and you may ignore all allies in range.

    Aegis: You may touch a creature to add them to a network of Aegis, you may have up to your level worth of creatures in your aegis. This aegis lasts for 1 hour per level. You may target enemies with this spell as a melee touch attack. When any creature in your Aegis is hit you may transfer up to your level worth of the damage to someone else in the Aegis. You may spend a spell point to transfer up to half of the damage to someone else in your aegis.

    Green
    Venomous dart: Choose one enemy within close range, they must make a fort save vs your spell DC. If they fail they take a -2 penalty to attack, AC or one save for 1d3 rounds. If you spend a spell point this lasts for 3 rounds and they take two different penalties.

    Call of the swarm: You begin to use your vocal cords to sing a song only your allies can hear within their inner ears. As long as you concentrate all allies within 60ft who would normally hear you gain +2 to all weapon damage rolls, this increases by +1 every 5 levels. If you spend a spell point you do not need to concentrate but it lasts for rounds equal to your level.

    Intermediate colour magic:

    Each school of colour magic comes with 1 at will spells with a way to enhance it with spell points. You may only choose an intermediate school if you have the basic version. You now have your level worth of spell points each day and recover them after 6 hours of rest as part of natural recovery.

    If you do not wish to an intermediate school you may instead choose another basic school and gain ½ your level worth of spell points for that colour. You will thus have two pools of colour magic.

    When choosing a school you choose a primary stat which can be any of your stats. Spell DCs for any of the spells are 10 + ½ level + Primary stat modifier. All spells follow regular spell rules (provoke attacks, standard action etc) unless otherwise stated. Any ranges of spells are based upon your character level instead of caster level.

    Red
    The plants are alive: You may choose a tree or a branch (that may be unattached) to be the target of thise spell within close range. If it is a tree one of its branches is animated and attacks enemy targets within 10ft at the end of each of your turns. It attacks at your attack bonus and the following damage roll: 1d10+8 /x2. If the target is a branch it floats and may move 30ft during your turn before it attacks, it also attacks with your attack bonus but the damage roll is 1d6+4 /x2. The animated tree or branch lasts 1 round per level. You may use a spell point as a free action on your turn to have the animation end in an explosion of leaf shards. Creatures within 10ft of the animated tree or branch take 1d6 damage per level and are entangled. If they pass a reflex save they only take the damage.

    Blue
    Freeze: You may freeze a patch of water causing caught it it to be frozen to the ground becoming unable to move from their position. This lasts for 1d3 rounds. Anyone who walks over the patch of ice must pass a reflex save or fall prone. If you spend a spell point you may summon a 10x10ft globule of water that you may immediately freeze and the effects lasts 3 rounds. This may be summoned within close range even in the air. If it falls more than 30ft the ice shatters, all creatures within 30ft of the shattering ice must make a reflex save or take 6d6 damage.

    Yellow
    Blast of Sand: You project a blast of sand in a 40ft cone in front of you. The sand attaches to any target within the cone, if a creature passes a reflex save they are unaffected. While the sand is attached the creatures may not benefit from concealment or cover. Each turn they take your level in damage, this lasts 1d6 rounds. If you spend a spell point at casting this lasts for 6 rounds. In addition you and allies may flank the creatures when any ally is adjacent to them (even with ranged attacks).

    Black
    Shadow puppet: You may summon a shadow puppet that is a medium sized creature of any shape that moves 50ft per round. If it is adjacent to an enemy that enemy takes a -2 AC penalty or -2 to one of Fort/Ref/Will. This creature may be attacked and has your defenses, however if it is hit it no longer provides the penalties for one round but is otherwise unharmed. This creature lasts for 1 round per level. If you spend a spell point either when you summon it or while it is summoned as a swift action if may now flank and provides all its penalties at the same time.

    White
    Everlasting stone: At the start of your next turn your regain ¼ of your lost hit points (round up). If this recovers no hit points you gain temp hit points equal to your level. These temp hit points stack with all other sources. This lasts for 1d6 rounds. If you spend a spell point this effect lasts for 6 rounds and you instead gain ½ of your lost hit points per round.

    Purple
    Galvanize: Choose someone in your Aegis, the target gains Galvanize. While they are subject to Galvanize any damage inflicted to them may be transferred to anyone within your Aegis in any amount you choose. This lasts for 1 round per 2 levels. If you spend a spell point the Galvanized target ignores the first 10 points of damage before transferring the damage. Only one target may be Galvanized at a time.

    Green
    Hivemind: As a free action you may end your call of the swarm to grant one person who can hear it a reroll on their next attack or saving throw. If you spend a spell point everyone who can hear it instead.