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Chapter 19
by
JackSimth
How does Dan do destruction?
Two-pronged approach
I start by making a couple hundred Conjuration Companions: I basically give myself more Conjuration talents: Extra Companion and Magic Vessel being the big ones, but also quite a few other supporting talents to make them a bit more suitable for the task. I set the Companions up the same way: Bipeds with the Mage Archetype (and a tradition specifically for Magical Signs and Witchmarked: I want them to be OBVIOUSLY magical, and a glowing tongue of fire floating over their heads - which glows brightly with holy light every time they cast a spell - does the job well; I don't care about the boons), trading their natural weapons for the Implement Bearer talent to boost their Life caster level. I then set them up with all the useful Conjuration talents (so they can fly, Burrow, swim, survive without air, have a little damage reduction, et cetera), then buff them up with everything I can that won't mess up their appearance, and additionally give them almost all of the Spheres talents from Life and Warp. Each one takes a few minutes, so I am at it for days, but in the end, I have hundreds of summons dressed up as Catholic nuns with glowing tongues of fire hanging over their heads.
I then send them to hospitals, with instructions to hang out in the emergency room entryway, ask anyone who comes in, “May I pray over you?” And for everyone who says yes, they're to do their best to magically fix them up using the Diagnose talent plus whatever else is required. Whenever they're low on spell points, they ask me for more, and I transfer a bunch to them (I get eighteen of them for free every six seconds, most Cures only are a single spell point, and the summons can hold lots). Now, they're built to be very combat capable (no aggressive talents, but they have defenses, good stats, and the eye lasers and breath weapons via Alteration talents applied to them)… but their orders are to simply Warp away and find another place to set up shop whenever confronted.
The BMM wants to suppress all news of magic? Fine. Every major city in the country is going to have an obviously magical healer operating out in the open… and if they kill them, it takes all of six seconds for me to replace them, because they don't lose effects between summons.
Let's see ‘em suppress THAT.
I also plan a raid: I have reliable descriptions of several locations inside one of their facilities, which gives me some entry points so I can see their operations for myself. I set up several Simulacrums of powerful creatures (mostly Solars, they make a good go-to, but a few others with specific utility powers, and a few Dragons for variety) and a boatload of Conjuration Companions loaded up to the nines… which I then store via the Extradimensional Torpor talent from Warp (taken twice, because it's free).
Then, with a single Invisible Simulacrum Dragonbone Golem (from Draconimocon, never updated from 3.0: The best Magic Immunity in the game!) in tow, we Wish-transport to a spot a mile outside the facility. Why? I don't know what defenses they have, and would like to find out… you know, by watching them go off. Also, I'm rather curious how those bullets work on something that has neither eyes nor heart.
We walk there, traveling a lonely stretch of paved road through some grasslands, until we get to the facility itself… which is just a big warehouse surrounded by a concrete wall a full story high, topped with that high quality barbed wire sometimes called razor wire, four watchtowers in evidence. The signs say “Federal Facility, No Trespassing, Use of Deadly ****” - which is also the only sign on the place. Given the John Smiths I see in the watchtowers, I can certainly believe that their **** is very deadly. ninety feet from the outer wall, my running Detect Magic spell shows some magic radiating out to thirty feet from the wall, which the Adam in my head informs me has an Evocation aura (after some die rolling).
I send my minion on ahead… and it fades into view as it enters that thirty foot buffer zone, then melts into a puddle and evaporates after three shots ring out from one of the watchtowers: Left eye socket, right eye socket, and spine, close to where the heart would be.
I have GOT to secure some of their ammunition.
The guards in the towers don't seem to react beyond that, simply continuing to look around, standing at attention.
Hmm. I don't think they'd be able to see me… but I don't know that. So… Telekinesis Sphere plus the Steal talent… and soon enough I have a couple of the loaded guns stored safely in my Extradimensional Storage. More importantly, the Johns don't.
Then I walk in, carefully stripping everyone of their weapons as I go: The John at the gate, the John at the ONE door into the actual building… and then I'm inside.
Inside the warehouse… prison, really… there's an elevator, a break room, a men's and women's bathroom… a few dozen eerily still people in VR gear, and another John overseeing their sleeping forms. I steal the gun like the others, and use the Mind Sphere to put them all to sleep… and then into Extradimensional Torpor. I also grab the chairs and VR equipment, storing that separately. As a test, I then use the Telekinesis Sphere to knock over the John watching everything: It doesn't stand back up. So I put it into Extradimensional Torpor as well. As I put each prisoner into storage, I get updates from the ‘Adam’ in my head about their CR and resulting experience values. The folks in VR all map as low level Experts, the Johns are continually reported as variant flesh golems.
Now, if I leave them in there too long, they'll die of starvation or thirst. There is a way to work around that, but I'll need to make a specialist summon and do a transfer, due to an annoying clause in the spell I'm using to give myself Spheres talents: Enable Function stacks, but I can't use other castings of Enable Function to qualify for a feat from Enable Function. Extra Magic Talent itself doesn't have any requirements I don’t meet honestly enough (even though the individual talents do), but the thing I need here is Stasis Storage, which is itself a feat. I can make a minion that meets the requirements easily enough, but it's going to be days before there's a problem, so that'll keep for now.
Disable Device takes care of the alarm on the elevator, and opens it up. More gets me down to the various basement levels of the actual facility… where I am really glad I do not eat, because what I see, knowing what's driving it, would make me lose my lunch if I'd eaten any.
The first floor is basically a barracks: Lots of cots, a section for showering, an area for eating, some washers and dryers, toilets, and so on all open and fully visible in one giant bay style area, overseen by a single John, his pants unzipped, his member in one of the prisoners. I steal his gun before putting him away as well and collecting his XP value. The prisoners, however…
Well. Men and women are showering nude together. One of the women is stripped naked and spanking herself counting, in front of where the John used to be. Another is bouncing up and down on one of the male prisoners, facing where the John used to be, her milk makers shaking. A third is kneeling, her baby bakery open and dripping a viscous white liquid, pressed up against where the John used to be. I say men and women, but I am using the term loosely: About half of them are obviously nonhuman, having horns, wings, hooves, tails, fur, extra arms and legs, beaks, heads, feathers, scales, or other strange anatomy.
I have, however, had time to think about how to approach this. I start with a full sensory illusion of the John, complete with an aura suitable for those who can see magic, life, or minds, courtesy of Spheres of Power. I have the mockery give some orders, "Please stop what you're doing, dry off and get dressed if not already, and form a line.”
I have mixed feelings as they obey. On the one hand, I'm giving orders to slaves. On the other hand, the orders are so I can free them, and so far it's working. It's a good thing, but it still makes me feel icky. Which… I hope means my moral compass is working.
When they're lined up, I continue with the orders: “Another Mythic is about to cast a series of spells on you all. Do not resist.”
Obviously, the only reaction they have is going a little wide-eyed with panic… which makes me feel sick. Still… I put them all to sleep with the Mind Sphere, then use the Apport Object spell from Pathfinder to send the collars into a pile across the room... which I collect into my Extradimensional Storage.
I update Adam and Brian via the Interplanar Telepathic Bond: ‘I'm sending a batch of ex-slaves. They're asleep, but you should be able to slap them awake easily enough. I haven't found the cache of biological materials, so they need to be on a dead magic plane before my work is discovered. Please wake them up one at a time, explain the situation to each one individually, try to keep them calm, and so on.’
After I get acknowledgement from my friends (who are pretty much in the same boat…), I use Wish transport from my ring to send them off, recharge my ring, and move on.
The other floors go basically the same way with minor variations. Food preparation turns my stomach (they were repeatedly carving up a troll and cooking up her severed limbs). The manufacturing floor I loot after sending people away (they were manufacturing the guns and bullets for the Johns: Yes, I want those, as well as the supplies and instructions they were using to make them). The recording studio I want to burn to ash, but I leave intact. The meeting rooms don't have Mythics, so I just destroy a lot of Johns on that floor. The security room is managed by a John, and has cameras from all over… good thing the Johns are mindless without their controllers. I take pictures on my phone to document everything as I go, of course: Simply ending this facility isn't enough. I do take the recording disks from the security room, however.
The one thing I don’t find that I really wanted to see? The samples.
Once I'm reasonably confident I'm the only person left in the facility… I leave. Oh, the big red button in the security room is tempting, to be sure: Eventually, this place absolutely needs to be wiped off the map. In the end, though, I leave it intact for the same basic reasons that the Germans left everything standing at some of the Nazi **** Camps: We should not forget the sins of the past, and sometimes people need to see the proof with their own eyes.
Besides: I have some paperwork to do….
What paperwork, and what’s on the news?
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Into the game
A geeky power fantasy
Three friends end up in a homebrew campaign that turns far more real than they expected.
Updated on Jun 10, 2026
by JackSimth
Created on Feb 3, 2026
by JackSimth
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