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[Creative] My Homebrew for Adventurer's Guide to the Bible
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<blockquote data-quote="Libertad" data-source="post: 9066105" data-attributes="member: 6750502"><p style="text-align: center"><img src="https://i.imgur.com/v1SE69i.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p> <p style="text-align: center"><strong>Do Unto Others</strong></p><p></p><p>So this 1st-level spell is both incredibly wide-ranging but also in keeping with Jesus Christ’s teachings. It’s not unlikely that the party cleric and/or paladin will make use of it at various points throughout the campaign. Thinking of ways to use it requires quite a bit of improvisation, so this post is designed to provide various benefits of the spell for various events and places. When I refer to “the caster,” I’m referring to the one who cast Do Unto Others upon resolution of the below actions.</p><p></p><p>Some of these benefits may be rather strong for a 1st-level spell. As they involve one-time quests and turning down useful rewards, their benefits are appropriately measured in line with this.</p><p></p><p style="text-align: center"><strong>The Story Begins</strong></p><p></p><p>Helping Tobias’ parents reunite with him and Sarah will reinforce the strong bonds between the PCs, granting the caster a one-time use of Warding Bond but without requiring any material components.</p><p></p><p>Saving Tobias or his dog from harm, be it from the deepmaw or violent encounters along the Tigris River, will either turn a critical hit from Seraphine into a normal hit or a struck attack from her into a miss.</p><p></p><p>[spoiler=Content Warning, Coerced Attempted Suicide]Saving Sarah from Seraphine’s enchantment from throwing herself off the cliff will make it so that the Murex caves will not flood during the Welcome to Teredon adventure. Alternatively, an allied NPC or random passersby will come to the party’s aid during the next dangerous encounter to save them from a hostile predicament. Use Veteran stats in case of a random passerby.[/spoiler]</p><p></p><p>Turning down Rabbi Zakkai’s reward for finding the missing courier will shift the PC’s relationship with the Sadducees to Allied.</p><p></p><p>Giving Cassius’ body a proper burial or making arrangements to have it sent to Roman authorities will have Legionaries that served under him show up within the next 3 days to help out the party, be it guarding them during travel through Sheba, giving them supplies for such a journey, or putting in a good word with them at the next Roman-affiliated town they visit, changing their relationship with Rome to Allied.</p><p></p><p style="text-align: center"><strong>Random Encounters</strong></p><p></p><p><em>Bad Tenants:</em> If the PCs help Ramsen recover his estate, he will find evidence of the criminals’ prior crimes in Holox’s personal journal. Other families who suffered under them will learn about the party’s involvement and give them free lodging as well as sheltering them from their enemies in the next settlement they visit.</p><p></p><p><em>Bandits:</em> If the PCs pay the bandits their toll for the purposes of avoiding exposing other characters to danger, the bandits will let the party pass. Feeling a kindred spirit in the caster, the bandit captain develops a sense of guilt that they came close to killing someone who likely had family and friends. The surviving bandits (half the number in the encounter) will rethink their lives and show up 3 days later to help the party. If in combat they will fight by their side, otherwise can help them hide from their enemies, safely traverse the wilderness to their next destination, or pay back the money/magic item given during the toll but with interest.</p><p></p><p><em>Good Samaritans:</em> Saving the life of the bandits’ victim reveals that he comes from an organization that is currently on the outs with the party. A faction to which the PCs are Hostile then becomes Neutral. If they aren’t Hostile with any factions, the caster gains advantage on the next Charisma skill check made with an NPC belonging to that faction.</p><p></p><p><em>Peace Talks:</em> PCs who save the village from destruction will cause one of the leaders of the opposing forces to wish for safety for the PCs. The next time that initiative is rolled with anyone but an archdemon, a Sanctuary spell will take effect upon the caster.</p><p></p><p><em>Pearl of Great Price:</em> PCs who retrieve the merchant’s pearl will later come upon an Itinerant Baptist who offers them a Baptism of Water. The water source can reflect what is naturally closest to the party on the world map, or be a natural hot spring if no such option is appropriate.</p><p></p><p><em>Prodigal Son:</em> PCs who turn down the money will have an allied NPC show up within the next 3 days tipping them off to a coming danger. This can range from avoiding the next dangerous random encounter, tipping them off to an archdemon lair as per a research roll, or a similar fate.</p><p></p><p><em>Sicarii Plot:</em> Tipping off the target of a Sicarii assassination attempt (or better yet, saving them) makes it so that the PCs doesn’t risk triggering Sicarii ambush attempts when taking long rests in faction territories to which said NPC belongs, as the party now has people watching over them.</p><p></p><p><em>Slave Traders:</em> PCs who free the slaves will have said slaves rescue them should they trigger the Prison Break adventure, taking the form of being passed a skeleton key for their jail cells as the guards’ food was drugged to send them all to sleep. Otherwise, for the next 3 days travel times will be doubled and the DM will roll twice for random encounters and/or discoveries, picking the one that will be more beneficial to the PCs.</p><p></p><p><em>Sower and the Seeds:</em> Helping the woman discover the root cause of the magic weeds makes it so that a random item in the party’s possession turns out to be much more valuable than usual, allowing them to sell it for double the normal price. If there is no such suitable item (or there are no items the PCs wish to sell), the item in question turns out to be masterfully crafted, granting them +1 to relevant d20 rolls in its use or performs basic functions better, such as a backpack that can increase carrying capacity.</p><p></p><p><em>Unjust Judge:</em> PCs who help the widow plead her case cause a scholar in the local courts to discover an irregularity in the caster’s records. The caster discovers that the government owes them money as they overpaid their own taxes (100 gold pieces’ worth), that they have legitimate inheritance of a modest-sized house in a nearby city, or a geopolitical faction which is Hostile towards them dropped their vendetta and reset their relationship back to Neutral.</p><p></p><p style="text-align: center"><strong>Atlas Locations A-Z</strong></p><p></p><p><em>Alexandria:</em> PCs who help tip off or avert Caius Blandus’ assassination attempt on Melchior will learn within the next 3 days that Blandus has been arrested for corruption (if alive) and replaced with a more honorable authority figure. Their status with the Roman Empire will change to Allied. If already Allied, they will instead gain the benefits of a Research roll as Melchior provides them with valuable intel.</p><p></p><p><em>Antioch:</em> preventing Decmius from assassinating Germanicus will have the Roman general pass on to the PCs’ the information learned from the shadow cultists within the next 3 days in case they haven’t learned such information themselves. If the PCs already obtained this information from Decimus, they will find a hidden note the cultist incompetently hid elsewhere in the city, tipping them off to other valuable intel as though they did a Research roll.</p><p></p><p><em>Babylon:</em> PCs who find and retrieve the body of Lord Merodach will have the caster succeed on the next 3 death saves.</p><p></p><p><em>Damascus:</em> PCs who realize Salome’s duplicity and keep John safe gain one of two rewards: baptism by John, or gaining favor with the Essenesby setting their relationship to Allied. PCs who were duped into arresting John but believed they were acting for a good cause will instead learn of Philip and Salome’s conspiracy falling apart when the former comes down with a wasting sickness and confesses on his deathbed for John the Baptist to go free. John is released, and the PCs receive one of the prior benefits as per usual.</p><p></p><p><em>Den of Serpents/Ma’rib/Sirwah:</em> these events tie into later Events and Encounters in the book, detailed below.</p><p></p><p><em>Ecbatana:</em> PCs who thwart Prince Gotarzes' assassination attempts have the Parthian Empire’s best mages cast protective spells upon them. This happens even should they not be present, for the King of Kings is loath to let such worthy allies perish. This has the effect of a one-used Word of Recall spell with the palace of Splendor’s Envy as the designated sanctuary. It can be triggered automatically in the event of a potential Total Party Kill or voluntarily as the caster gets an inkling that they can be magically whisked away to safety.</p><p></p><p><em>Jericho:</em> PCs who save the unconscious man gain the benefits of Good Samaritans, as per the random encounter above.</p><p></p><p><em>Kyrenia:</em> PCs who save Kassandra from the sicarius assassin will find the authorities in the next settlement they visit (likely Roman) to be very amenable. Their faction status with that world power will be Allied if not already, and any combat encounters (such as a sicarii ambush) will have 2 allied units (use appropriate faction stat block or Guard) assist the PCs. In the case of a settlement in Cyprus, Simon Magus will flee, fearful that his crime will come to light.</p><p></p><p><em>Mt. Ararat & Nimrud:</em> PCs who reunite the unicorns will be able to call upon the creatures for free healing if they’re ever in the immediate area. Otherwise the unicorns will do a one-time teleportation, appearing next to a PC who is about to die and saving them in the nick of time.</p><p></p><p><em>Nineveh:</em> PCs who remove the archdemon so that Asher the dragon can return to his original lair will cause it to rethink its relationship with religion, deciding to devote its life to God. The dragon will happen to be passing by in the sky during the next major encounter or adventure, coming to the PC’s aid.</p><p></p><p><em>The Silk Road:</em> PCs who help escort Maës Titianus through the Assur Wastes will find their travels blessedly easy. For the next 3 days travel times will be doubled and the DM will roll twice for random encounters and/or discoveries, picking the one that will be more beneficial to the PCs.</p><p></p><p><em>Tarsus:</em> PCs who help the teenagers in the undercity safely escape will be able to overcome a Prison Break scenario, finding a hidden tunnel out of their cells that lets them bypass the guards and retrieve their equipment. Otherwise the caster gains a one-time casting of Pass Without Trace.</p><p></p><p>PCs who link Captain Gula’s pleasure cruises to the missing nobles will find themselves blessed with inerrant clarity. The caster will gain the benefit of a one-time Locate Object or Locate Person regarding one of the party’s current objectives, but with unlimited range.</p><p></p><p><em>Thebes:</em> PCs who help Faidra resolve her relationship with her parents (with or without defeating Naamah) will soon meet an NPC who they were on poor terms with coming into town to make peace. If the NPC is affiliated with a Faction, the party’s status with that faction improves by one step.</p><p></p><p><em>Thonis:</em> PCs who help Selene retrieve her broach will come upon a very rare magic item during their travels. PCs who help her defeat Mammon will find the charity of strangers to be very welcoming, allowing them to perpetually live a Comfortable lifestyle without paying any gold. PCs who help her track down Safiya will find that Naamah’s cult in Thebes is beginning to abandon her; if not already defeated, she won’t have a giant bodyguard at her side during the fight. If already defeated, the caster receives a permanent advantage on all Investigation and Survival rolls for tracking down and unearthing information about people.</p><p></p><p><em>Ur:</em> this adventure is tied to Rabbi Zakkai’s proposed reward in The Adventure Begins, detailed above.</p><p></p><p><em>Via Maris:</em> This ties into the Germanicus questline in Antioch, detailed above.</p><p></p><p style="text-align: center"><strong>Events & Encounters</strong></p><p></p><p><strong>Special Note:</strong> the events involving finding the Magi give beneficial magic items highly important to the campaign. A PC who is about to cast Do Unto Others will experience a strong sensation that God wants them to have these items, so they can do greater good in the world with them. The events involving the archdemons typically have defeating them as rewards unto their own.</p><p></p><p><em>Blood and Sand:</em> PCs who prioritize saving Balthazar first and foremost will have the caster randomly trip over the Staff of the Bronze Serpent where it is half-buried under the sand.</p><p></p><p><em>Museum Heist:</em> Retrieving Cleopatra’s Brooch for Selene is detailed in Thonis, located above. PCs who disgrace Balbillus “the Wise” will gain Allied status with the Essenes, who are happy that the Library is under more worthy hands. If already Allied they will subtly aid the PCs’ research, granting them a free research roll.</p><p></p><p><em>Welcome to Galilee:</em> PCs who save the life of Jairus’ daughter will make the caster receive the benefits of a Greater Restoration spell the next time they fall victim to a negative condition which that spell can cure. PCs who heal Peter’s mother-in-law gain the same benefit, but the effects of Lesser Restoration instead.</p><p></p><p>PCs who exorcize Legion out of the possessed person at the Capernaum Synagogue or the Galilean Crypts will make the caster of Do Unto Others receive the benefits of the Protection from Evil and Good spell (no concentration required) the next time they’re engaged in combat or target by a monster the spell affects.</p><p></p><p>PCs who save the woman in Magdala from being stoned to death will let the caster gain immunity to all damage for one round the next time combat begins, or the next time they take damage from a hazard outside of combat, whichever comes first.</p><p></p><p><em>Welcome to Jerusalem:</em> PCs who help Pontius Pilate gather information about Jesus and his followers will let the caster automatically recognize any Cursed Silver Pieces as being dangerous to handle.</p><p></p><p><em>Protectors of the Ark:</em> PCs who safely transport the Ark of the Covenant to the Queen of Sheba will permanently treat any weapons they wield as being magical and adamantine for the purposes of overcoming damage reduction. PCs whose primary weapon are spells and cantrips allow their spells to ignore damage resistance and immunity for one type of damage of their choice. Once this choice is selected, it cannot be changed.</p><p></p><p><em>Way of the Cross:</em> PCs who manage to find a way to nonviolently save Jesus will later learn of his death at the hands of Longinus, a Roman soldier and minion of Legion desperate to serve his lord, only to inadvertently save mankind and plunge the archdemon’s plans into ruin. But the real reward comes in the caster being able to do a one-time casting True Resurrection, but as an action and without the need for material components.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9066105, member: 6750502"] [CENTER][IMG]https://i.imgur.com/v1SE69i.jpg[/IMG] [B]Do Unto Others[/B][/CENTER] So this 1st-level spell is both incredibly wide-ranging but also in keeping with Jesus Christ’s teachings. It’s not unlikely that the party cleric and/or paladin will make use of it at various points throughout the campaign. Thinking of ways to use it requires quite a bit of improvisation, so this post is designed to provide various benefits of the spell for various events and places. When I refer to “the caster,” I’m referring to the one who cast Do Unto Others upon resolution of the below actions. Some of these benefits may be rather strong for a 1st-level spell. As they involve one-time quests and turning down useful rewards, their benefits are appropriately measured in line with this. [CENTER][B]The Story Begins[/B][/CENTER] Helping Tobias’ parents reunite with him and Sarah will reinforce the strong bonds between the PCs, granting the caster a one-time use of Warding Bond but without requiring any material components. Saving Tobias or his dog from harm, be it from the deepmaw or violent encounters along the Tigris River, will either turn a critical hit from Seraphine into a normal hit or a struck attack from her into a miss. [spoiler=Content Warning, Coerced Attempted Suicide]Saving Sarah from Seraphine’s enchantment from throwing herself off the cliff will make it so that the Murex caves will not flood during the Welcome to Teredon adventure. Alternatively, an allied NPC or random passersby will come to the party’s aid during the next dangerous encounter to save them from a hostile predicament. Use Veteran stats in case of a random passerby.[/spoiler] Turning down Rabbi Zakkai’s reward for finding the missing courier will shift the PC’s relationship with the Sadducees to Allied. Giving Cassius’ body a proper burial or making arrangements to have it sent to Roman authorities will have Legionaries that served under him show up within the next 3 days to help out the party, be it guarding them during travel through Sheba, giving them supplies for such a journey, or putting in a good word with them at the next Roman-affiliated town they visit, changing their relationship with Rome to Allied. [CENTER][B]Random Encounters[/B][/CENTER] [I]Bad Tenants:[/I] If the PCs help Ramsen recover his estate, he will find evidence of the criminals’ prior crimes in Holox’s personal journal. Other families who suffered under them will learn about the party’s involvement and give them free lodging as well as sheltering them from their enemies in the next settlement they visit. [I]Bandits:[/I] If the PCs pay the bandits their toll for the purposes of avoiding exposing other characters to danger, the bandits will let the party pass. Feeling a kindred spirit in the caster, the bandit captain develops a sense of guilt that they came close to killing someone who likely had family and friends. The surviving bandits (half the number in the encounter) will rethink their lives and show up 3 days later to help the party. If in combat they will fight by their side, otherwise can help them hide from their enemies, safely traverse the wilderness to their next destination, or pay back the money/magic item given during the toll but with interest. [I]Good Samaritans:[/I] Saving the life of the bandits’ victim reveals that he comes from an organization that is currently on the outs with the party. A faction to which the PCs are Hostile then becomes Neutral. If they aren’t Hostile with any factions, the caster gains advantage on the next Charisma skill check made with an NPC belonging to that faction. [I]Peace Talks:[/I] PCs who save the village from destruction will cause one of the leaders of the opposing forces to wish for safety for the PCs. The next time that initiative is rolled with anyone but an archdemon, a Sanctuary spell will take effect upon the caster. [I]Pearl of Great Price:[/I] PCs who retrieve the merchant’s pearl will later come upon an Itinerant Baptist who offers them a Baptism of Water. The water source can reflect what is naturally closest to the party on the world map, or be a natural hot spring if no such option is appropriate. [I]Prodigal Son:[/I] PCs who turn down the money will have an allied NPC show up within the next 3 days tipping them off to a coming danger. This can range from avoiding the next dangerous random encounter, tipping them off to an archdemon lair as per a research roll, or a similar fate. [I]Sicarii Plot:[/I] Tipping off the target of a Sicarii assassination attempt (or better yet, saving them) makes it so that the PCs doesn’t risk triggering Sicarii ambush attempts when taking long rests in faction territories to which said NPC belongs, as the party now has people watching over them. [I]Slave Traders:[/I] PCs who free the slaves will have said slaves rescue them should they trigger the Prison Break adventure, taking the form of being passed a skeleton key for their jail cells as the guards’ food was drugged to send them all to sleep. Otherwise, for the next 3 days travel times will be doubled and the DM will roll twice for random encounters and/or discoveries, picking the one that will be more beneficial to the PCs. [I]Sower and the Seeds:[/I] Helping the woman discover the root cause of the magic weeds makes it so that a random item in the party’s possession turns out to be much more valuable than usual, allowing them to sell it for double the normal price. If there is no such suitable item (or there are no items the PCs wish to sell), the item in question turns out to be masterfully crafted, granting them +1 to relevant d20 rolls in its use or performs basic functions better, such as a backpack that can increase carrying capacity. [I]Unjust Judge:[/I] PCs who help the widow plead her case cause a scholar in the local courts to discover an irregularity in the caster’s records. The caster discovers that the government owes them money as they overpaid their own taxes (100 gold pieces’ worth), that they have legitimate inheritance of a modest-sized house in a nearby city, or a geopolitical faction which is Hostile towards them dropped their vendetta and reset their relationship back to Neutral. [CENTER][B]Atlas Locations A-Z[/B][/CENTER] [I]Alexandria:[/I] PCs who help tip off or avert Caius Blandus’ assassination attempt on Melchior will learn within the next 3 days that Blandus has been arrested for corruption (if alive) and replaced with a more honorable authority figure. Their status with the Roman Empire will change to Allied. If already Allied, they will instead gain the benefits of a Research roll as Melchior provides them with valuable intel. [I]Antioch:[/I] preventing Decmius from assassinating Germanicus will have the Roman general pass on to the PCs’ the information learned from the shadow cultists within the next 3 days in case they haven’t learned such information themselves. If the PCs already obtained this information from Decimus, they will find a hidden note the cultist incompetently hid elsewhere in the city, tipping them off to other valuable intel as though they did a Research roll. [I]Babylon:[/I] PCs who find and retrieve the body of Lord Merodach will have the caster succeed on the next 3 death saves. [I]Damascus:[/I] PCs who realize Salome’s duplicity and keep John safe gain one of two rewards: baptism by John, or gaining favor with the Essenesby setting their relationship to Allied. PCs who were duped into arresting John but believed they were acting for a good cause will instead learn of Philip and Salome’s conspiracy falling apart when the former comes down with a wasting sickness and confesses on his deathbed for John the Baptist to go free. John is released, and the PCs receive one of the prior benefits as per usual. [I]Den of Serpents/Ma’rib/Sirwah:[/I] these events tie into later Events and Encounters in the book, detailed below. [I]Ecbatana:[/I] PCs who thwart Prince Gotarzes' assassination attempts have the Parthian Empire’s best mages cast protective spells upon them. This happens even should they not be present, for the King of Kings is loath to let such worthy allies perish. This has the effect of a one-used Word of Recall spell with the palace of Splendor’s Envy as the designated sanctuary. It can be triggered automatically in the event of a potential Total Party Kill or voluntarily as the caster gets an inkling that they can be magically whisked away to safety. [I]Jericho:[/I] PCs who save the unconscious man gain the benefits of Good Samaritans, as per the random encounter above. [I]Kyrenia:[/I] PCs who save Kassandra from the sicarius assassin will find the authorities in the next settlement they visit (likely Roman) to be very amenable. Their faction status with that world power will be Allied if not already, and any combat encounters (such as a sicarii ambush) will have 2 allied units (use appropriate faction stat block or Guard) assist the PCs. In the case of a settlement in Cyprus, Simon Magus will flee, fearful that his crime will come to light. [I]Mt. Ararat & Nimrud:[/I] PCs who reunite the unicorns will be able to call upon the creatures for free healing if they’re ever in the immediate area. Otherwise the unicorns will do a one-time teleportation, appearing next to a PC who is about to die and saving them in the nick of time. [I]Nineveh:[/I] PCs who remove the archdemon so that Asher the dragon can return to his original lair will cause it to rethink its relationship with religion, deciding to devote its life to God. The dragon will happen to be passing by in the sky during the next major encounter or adventure, coming to the PC’s aid. [I]The Silk Road:[/I] PCs who help escort Maës Titianus through the Assur Wastes will find their travels blessedly easy. For the next 3 days travel times will be doubled and the DM will roll twice for random encounters and/or discoveries, picking the one that will be more beneficial to the PCs. [I]Tarsus:[/I] PCs who help the teenagers in the undercity safely escape will be able to overcome a Prison Break scenario, finding a hidden tunnel out of their cells that lets them bypass the guards and retrieve their equipment. Otherwise the caster gains a one-time casting of Pass Without Trace. PCs who link Captain Gula’s pleasure cruises to the missing nobles will find themselves blessed with inerrant clarity. The caster will gain the benefit of a one-time Locate Object or Locate Person regarding one of the party’s current objectives, but with unlimited range. [I]Thebes:[/I] PCs who help Faidra resolve her relationship with her parents (with or without defeating Naamah) will soon meet an NPC who they were on poor terms with coming into town to make peace. If the NPC is affiliated with a Faction, the party’s status with that faction improves by one step. [I]Thonis:[/I] PCs who help Selene retrieve her broach will come upon a very rare magic item during their travels. PCs who help her defeat Mammon will find the charity of strangers to be very welcoming, allowing them to perpetually live a Comfortable lifestyle without paying any gold. PCs who help her track down Safiya will find that Naamah’s cult in Thebes is beginning to abandon her; if not already defeated, she won’t have a giant bodyguard at her side during the fight. If already defeated, the caster receives a permanent advantage on all Investigation and Survival rolls for tracking down and unearthing information about people. [I]Ur:[/I] this adventure is tied to Rabbi Zakkai’s proposed reward in The Adventure Begins, detailed above. [I]Via Maris:[/I] This ties into the Germanicus questline in Antioch, detailed above. [CENTER][B]Events & Encounters[/B][/CENTER] [B]Special Note:[/B] the events involving finding the Magi give beneficial magic items highly important to the campaign. A PC who is about to cast Do Unto Others will experience a strong sensation that God wants them to have these items, so they can do greater good in the world with them. The events involving the archdemons typically have defeating them as rewards unto their own. [I]Blood and Sand:[/I] PCs who prioritize saving Balthazar first and foremost will have the caster randomly trip over the Staff of the Bronze Serpent where it is half-buried under the sand. [I]Museum Heist:[/I] Retrieving Cleopatra’s Brooch for Selene is detailed in Thonis, located above. PCs who disgrace Balbillus “the Wise” will gain Allied status with the Essenes, who are happy that the Library is under more worthy hands. If already Allied they will subtly aid the PCs’ research, granting them a free research roll. [I]Welcome to Galilee:[/I] PCs who save the life of Jairus’ daughter will make the caster receive the benefits of a Greater Restoration spell the next time they fall victim to a negative condition which that spell can cure. PCs who heal Peter’s mother-in-law gain the same benefit, but the effects of Lesser Restoration instead. PCs who exorcize Legion out of the possessed person at the Capernaum Synagogue or the Galilean Crypts will make the caster of Do Unto Others receive the benefits of the Protection from Evil and Good spell (no concentration required) the next time they’re engaged in combat or target by a monster the spell affects. PCs who save the woman in Magdala from being stoned to death will let the caster gain immunity to all damage for one round the next time combat begins, or the next time they take damage from a hazard outside of combat, whichever comes first. [I]Welcome to Jerusalem:[/I] PCs who help Pontius Pilate gather information about Jesus and his followers will let the caster automatically recognize any Cursed Silver Pieces as being dangerous to handle. [I]Protectors of the Ark:[/I] PCs who safely transport the Ark of the Covenant to the Queen of Sheba will permanently treat any weapons they wield as being magical and adamantine for the purposes of overcoming damage reduction. PCs whose primary weapon are spells and cantrips allow their spells to ignore damage resistance and immunity for one type of damage of their choice. Once this choice is selected, it cannot be changed. [I]Way of the Cross:[/I] PCs who manage to find a way to nonviolently save Jesus will later learn of his death at the hands of Longinus, a Roman soldier and minion of Legion desperate to serve his lord, only to inadvertently save mankind and plunge the archdemon’s plans into ruin. But the real reward comes in the caster being able to do a one-time casting True Resurrection, but as an action and without the need for material components. [/QUOTE]
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[Creative] My Homebrew for Adventurer's Guide to the Bible
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