ADVENTURE PATH COMPLETE
And a big thanks once again to everyone who let me take this journey with the group. I really thought that Rudrik was dead there several times (more than he actually was, that is...). It's always wonderful to have a party of such compelling and enthusiastic characters, whether they're dragons-that-just-haven't-gotten-out-of-human-form-yet like Theo, or redemption arcs where physical consequences are a mirror to spiritual malaise for Calendula, or our bubble-headed free-love champion Nime, or the ambitiously focused and yet strictly ethical Shenuska. Much love to you all!
ADVENTURE PATH COMPLETE
It's finally over. Alaznist is undone. The changes to the timeline are unraveled. The Sihedron heroes and the champions of Sorshen couldn't remove all the ills of the world, but at least they could stop it from becoming worse. Rudrik is at loose ends for a bit after returning to Golarion. Somehow it all seems surreal. Chasing through the lands of the dead? Changing time itself? For a junkman's son from a shanty town, this is all a bit much. But he has a job to do, and he stays strong to that commitment. With Tannaris and his invincible armor, he cuts a forbidding figure as the bodyguard of the new Runelord of Altruism. His job takes him around the world, fighting various legendary threats, but also aiding in a wide range of charitable and recovery efforts. Tannaris may be a weapon of war, but Rudrik is only too happy to use it as a tool of peace: Cleaving through fallen rubble to rescue the victims of a quake, hewing trees to make timber for new homes after a fire, shielding small bands of refugees as they make their way to safe havens. For years he is tireless in his pursuit of the ethos of altruism. His likeness starts to show up in art dedicated to the new Runelord. While his armor cuts a forbidding figure, he is often shown in a compassionate light—helm and gauntlets removed, reaching out to provide a human (mostly) touch to someone in distress. But unlike his patroness, Rudrik is not immortal. Time takes its toll. He becomes a bit slower... his movements a bit weaker. Orcs burn strong and hot, but their flame flickers out so quickly. With Saersha's aid and the magical healing of the crusaders who come to join her cause he is able to recuperate from the wounds that he accumulates, but they start to add up. And he starts to fear that his age will prevent him from being able to do the work to save people. He spends some time repairing his old family home, long after his parents have passed on. His sister marries, takes over the house, has several children; he stops to visit from time to time, and to make sure that they are safe. Families are key targets for retribution from angry enemies, after all. But many years later, when his hair is whitened and his skin parched and his muscles constantly sore with aches and pains of phantom wounds that were healed long ago, he spends an evening sitting in the rocking chair that his father had fixed up long ago, with a blanket over his legs, though his feet are cold even though the fireplace is nearby. Tannaris sits on his lap, shiny as if it were the day it was made. He grips the familiar hilt with a sigh and closes his eyes and his hands move to the arms of the chair and he simply breathes. There is a slight rustling in the air. Even though age has dulled his senses, Rudrik knows enough to know when his friends have come. "Shen. It's time, isn't it? I can feel it. I knew you'd know, because you've become so familiar with time itself," he says in his gravelly, raspy voice. The Runelord nods, and says, "It's time. I have much to do still, but I made time for this." Nime has come too. She exits the kitchen and takes up a space behind his chair. "Don't be afraid, Rudrik," she says as she crouches down behind the chair and leans around to kiss his cheek. "I'm not," he says. "I just wish... we'd had more time together. All of us." He pats the blade of the sword. "This was my closest friend, for the longest time. We shared so much together." Outside there is a murmur of commotion in the streets. A dragon has flown over the town. A dragon sighted by Roderick's Cove? Such a thing has not been seen in years. But it circles and roars and then disappears into the clouds. Rudrik takes a labored breath and puts a hand on the hilt of Tannaris once more, then says, "We did good work. It was a good... life." "The work goes on," says Shenuska, as she gently touches his free hand. "But my part is done." And then Rudrik breathes no more. Nime backs away, dissolving into dream-mists, as Shenuska takes up Tannaris. The sword is light to the touch, but heavy with memories. Ageless and timeless, it must pass on to a successor. There are many candidates. The work of the Runelord and her champion has galvanized people, brought them to the cause. Many are worthy. One will be chosen. It is two weeks later that the sword is passed on. Under other circumstances it might have remained in Shenuska's chambers, or in a museum, for a month or more, taken out only for Rudrik's funeral. But times are hard, as always, and the blade is needed. A champion is needed, to insure the succession of the cause, to show people that there will always be a guardian in service to the Runelord of Altruism. One is chosen. The sword is taken from the mantle, gingerly, devoutly. It is handed to the aspirant. The blade is drawn from the scabbard. "I AM TANNARIS, THE SOUL OF ALTRUISM," the sword speaks. "MY CAUSE IS TO SERVE THE NEEDS OF THE MANY. THE HAND THAT HOLDS ME IS THE HAND THAT DEFENDS THE WORLD." The voice is Rudrik's.
ADVENTURE PATH COMPLETE
1. Tannaris attack: 1d20 + 39 ⇒ (2) + 39 = 41
2. Tannaris second iterative attack confirm crit: 1d20 + 34 ⇒ (4) + 34 = 38 Rudrik settles in to a cadence of just whaling on the beast. 1. Tannaris damage: 1d10 + 22 ⇒ (7) + 22 = 29
ADVENTURE PATH COMPLETE
Fort save vs. disintegration: 1d20 + 16 ⇒ (9) + 16 = 25
Fort save vs. sickness: 1d20 + 16 ⇒ (12) + 16 = 28 Rudrik staggers over toward the qlippoth and then just falls over.
ADVENTURE PATH COMPLETE
1. Tannaris attack: 1d20 + 39 ⇒ (3) + 39 = 42
3. Tannaris third iterative confirm crit: 1d20 + 20 ⇒ (4) + 20 = 24 Rudrik roars as he smashes Tannaris over and over again into the rune giant, his armor soaking up a nearly mythic level of battering while he simply ignores it and focuses on bringing the giant down. 1. Tannaris damage: 1d10 + 22 ⇒ (10) + 22 = 32
3. Tannaris crit damage: 1d10 + 22 ⇒ (5) + 22 = 27
ADVENTURE PATH COMPLETE
Rudrik barely feels the counterattack of the warmonger as he brings Tannaris down on it again, hard. Taking +2 to AC, saves, & attacks from blessing of fervor. Tannaris greater vital strike attack, blessing of fervor, haste: 1d20 + 38 + 2 + 1 ⇒ (14) + 38 + 2 + 1 = 55
ADVENTURE PATH COMPLETE
Now moving with alacrity, Rudrik launches himself into the air to race toward the warmonger with its automatic crossbow. Presumably no AoO since it's wielding a ranged weapon. Tannaris greater vital strike, haste: 1d20 + 38 + 1 ⇒ (7) + 38 + 1 = 46
ADVENTURE PATH COMPLETE
Ref save (divine fire): 1d20 + 23 ⇒ (5) + 23 = 28
Rudrik is detonated into an exploded bit of chunks. Naturally since I can only fail on a 1, I get that on the highest-damage one. This should be 170 points of damage, which puts me way past my threshold of -Con and kills Rudrik instantly.
ADVENTURE PATH COMPLETE
Rudrik takes in the surroundings and replies to Calendula, "Well, repeated time loops seems to be a motif here." He launches himself toward the turret, figuring that it probably has some horrible spell or something that it means to fire. He brings Tannaris to bear, clanging the sword against the rotating metal in an attempt to simply shear it asunder. Tannaris greater vital strike attack: 1d20 + 38 ⇒ (5) + 38 = 43
ADVENTURE PATH COMPLETE
Level 19 (rogue 4/fighter 15) +9 hit points
Skills: +1 each of: Acrobatics, Disable Device, Perception, Stealth; Appraise, Profession (driver) Class Feature: Armor Expert 4 Feat: Greater Vital Strike Note to DM:
ADVENTURE PATH COMPLETE
Rudrik's about to launch himself down toward the portal when Theo starts roaring and making angry dragon noises, so he instead steps over in front of his friend. "Whoa whoa whoa there big guy, fightin's over that way!" Combined with holy aura my AC should hopefully protect me from Theo's claws & bite routine.
ADVENTURE PATH COMPLETE
Rudrik flips Tannaris around in the air a bit, which the sword seems to dislike. "Kinda weird knowing that there's a 'proper' way that time is 'supposed to be'," he says. His voice echoes hollowly through the holes in his helm, though it's easy to imagine his face taking on a somewhat faraway look as he dips into what must be deep philosophical thoughts for him. "Does that mean everything is preordained? Because there's a way that 'things are supposed to go'? So we don't have free will?"
ADVENTURE PATH COMPLETE
Will save: 1d20 + 17 ⇒ (10) + 17 = 27 Tannaris attack: 1d20 + 37 ⇒ (16) + 37 = 53
Rudrik ignores the waves of confusion and just keeps hacking! He's just a simple fighter, it's all he knows. He focuses until time just seems to compress to a single action, repeated over and over - Tannaris slashing at the portal anchors.
ADVENTURE PATH COMPLETE
Rudrik lurches into the action when Shenuska shouts instructions. Tannaris comes up and then skids sideways in an arc across the filaments connecting to Alaznist. Tannaris improved vital strike: 1d20 + 37 ⇒ (11) + 37 = 48 Tannaris improved vital strike damage: 3d10 + 20 ⇒ (1, 8, 10) + 20 = 39
ADVENTURE PATH COMPLETE
Fort save, heroism: 1d20 + 16 ⇒ (7) + 16 = 23 Rudrik manages to shake off most of the life-sapping magic and starts really setting to chopping one of his foes to sizzling pieces. Heroism and shaken condition offset each other. 1. Tannaris attack: 1d20 + 35 ⇒ (4) + 35 = 39
1. Tannaris damage, corrosive: 1d10 + 18 + 1d6 ⇒ (4) + 18 + (1) = 23
ADVENTURE PATH COMPLETE
Fort save: 1d20 + 16 ⇒ (13) + 16 = 29 Rudrik leaps across the room, jumping over the Sihedron etching and past several of the duplicates to land between two on the far side of the ritual. "Wish I knew how to strike two with one blow..." he mutters as he winds up and swings hard into the one to his right. Tannaris improved vital strike, heroism: 1d20 + 35 + 2 ⇒ (6) + 35 + 2 = 43
ADVENTURE PATH COMPLETE
Feels like the final out-of-time isolate level in a Chrono Trigger game. Rudrik removes his helm and scratches his head. "Um. Hmm. I uh... I don't think I have any questions. At the end this all seems kinda straightforward. Time is all squiggly thanks to a Runelord, and we're gonna finish fixing it so that the universe-clock can keep on tickin'." "Also I did not realize there would be a recorded image of me an' Nime havin' sexy time and so that's awkward."
|