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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6822405" data-attributes="member: 5834"><p><strong>Destrian is empowered</strong></p><p></p><p>When you have retreated from the mushroom tower after witnessing the horrors within, you make your way back across the burnt fungal garden that was but a pale shadow of the horror Zuggtymoy intends for the world. As Dar drags an enraged Destrian from the offense he has witnessed, Destrian hears a powerful voice call, “Doomguide Destrian, come forward from your companions. We must speak.” Destrian sees a ghostly skull the size of a titan’s head enfolded in a tattered dark grey hood floating in the center of the burnt garden. Its features concealed in tattered grey hood. Kelemvor wishes to speak. When Destrian comes forward, Kelemvor says in a language all seem to understand, “This abomination cannot be allowed. You are commanded to drive these demon lords by whatever means necessary back into The Abyss. Their presence is unnatural. The death they bring is sinful, evil, and cruel. It cannot be abided.”</p><p> </p><p>“Though your companions I cannot command, hear me all,...those that aid my priest shall have my gratitude. I will remember it when it is your time to stand before me. The gratitude of Kelemvor may be of worth to the living as well as the dead should you prove yourself worthy.”</p><p> </p><p>A skeletal arm extends from the skull and a single skeletal finger touches Destrian’s holy symbol, “You will be in darkness often on this quest. Few friends and little commerce will you be able to conduct. I give you the power to sustain yourself and any that aid you in the darkness. I grant you wisdom beyond that of a mortal to do battle with these otherworldly foes. Cast them back into the Abyss and grant peace to the living so they may die as fate decides.”</p><p> </p><p>The skull fades.</p><p></p><p><strong>Character boons:</strong></p><p></p><p><strong>Blessing of Understanding</strong>: Destrian gained 2 points of wisdom and a maximum wisdom score of 22.</p><p></p><p><strong>Blessed Symbol of Destrian</strong>: [sblock]Blessed Symbol of Destrian (artifact, requires attunement): Kelemvor blessed the symbol of Doomguide Destrian commanding him to drive from the world the Demon Lords of the Abyss that had been summoned to the material plane to ravage the world. Destrian found himself deep under the earth far from the support of the Church of Kelemvor and surrounded by enemies in a land where men from the surface had few allies. Kelemvor knowing he would be unable to call upon the resources necessary to a priest for combat against such a potent enemy, he blessed Destrian’s holy symbol with power that would allow the Doomguide to fight the Demon Lords in the abyss known as the Underdark without entering the dark and often evil cities inhabited by the drow, duergar, and the other dangerous inhabitants that lived below. </p><p>The holy symbol has the following qualities:</p><p>1. The wielder adds +3 to spell attack rolls and the DC of spells that banish fiends or undead, do necrotic damage, or that damage or harm undead including the Turn Undead ability.</p><p>2. The wearer adds +2 to AC and saving throws.</p><p>3. As long as the wielder has the symbol visibly displayed on his person, he can cast any spell requiring a 100 gold or less material component without the component, even if the component is consumed during casting.</p><p>4. The symbol has 4 charges. The wielder can expend a charge to cast a spell with a component cost of 1000 gold or less without requiring the material component, even if the component is consumed during casting. The symbol recovers 1d4 charges per long rest.</p><p>5. The wearer is always under the effect of a protection from evil and good. </p><p>6. The wearer does not need to eat, drink, or sleep, but must still take long and short rests to recover spells, hit points, abilities, and the like.</p><p>7. The holy symbol will resurrect the wearer with a resurrection spell once per long rest as long as they remain committed to the quest Kelemvor assigned them and desire to be resurrected.</p><p>8. The holy symbol can transform into a +3 longsword as a bonus action. It still functions as a holy symbol in sword form and retains all its powers as long as the attuned owner wields the blade.</p><p>9. The wearer has resistance to necrotic damage and cannot have their hit point maximum reduced by any means. The wearer has advantage on saving throws against spells and abilities that do necrotic damage.</p><p>10. The item will only attune to a follower of Kelemvor that swears to fulfill the quest Kelemvor assigned the wearer. If the follower abandons his quest, the wearer loses attunemet and cannot attune to the item until he returns to the quest. This holy symbol is only given to Doomguides on quests of significant important to Kelemvor where the balance between life and death is heavily swayed towards unnatural death and needless suffering.[/sblock]</p><p></p><p></p><p><strong>DM Notes</strong>: I contemplated whether this would occur after Gravenhollow, but decided that Zuggtymoy's "garden" would be an affront to Kelemvor that the god of the dead could not abide. After his servant found the fungal garden allowing Kelemvor to finally lay eyes on the nature of the corruption the Demon Lords are visiting upon the Underdark, he felt compelled to act through his servant. He has given him sufficient power to accomplish the task at hand in the environment Destrian finds himself in.</p><p></p><p>I prefer to have the gods take a more active role in the affairs of mankind similar to Greek or Norse mythology. I feel in many D&D adventures the gods are too often inconsequential in the affairs of men other than in historical excerpts in campaign books, so I like to incorporate active gods in play to illustrate to the players that the gods of the ancient world were actors in the world of men and not just myth and books.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6822405, member: 5834"] [b]Destrian is empowered[/b] When you have retreated from the mushroom tower after witnessing the horrors within, you make your way back across the burnt fungal garden that was but a pale shadow of the horror Zuggtymoy intends for the world. As Dar drags an enraged Destrian from the offense he has witnessed, Destrian hears a powerful voice call, “Doomguide Destrian, come forward from your companions. We must speak.” Destrian sees a ghostly skull the size of a titan’s head enfolded in a tattered dark grey hood floating in the center of the burnt garden. Its features concealed in tattered grey hood. Kelemvor wishes to speak. When Destrian comes forward, Kelemvor says in a language all seem to understand, “This abomination cannot be allowed. You are commanded to drive these demon lords by whatever means necessary back into The Abyss. Their presence is unnatural. The death they bring is sinful, evil, and cruel. It cannot be abided.” “Though your companions I cannot command, hear me all,...those that aid my priest shall have my gratitude. I will remember it when it is your time to stand before me. The gratitude of Kelemvor may be of worth to the living as well as the dead should you prove yourself worthy.” A skeletal arm extends from the skull and a single skeletal finger touches Destrian’s holy symbol, “You will be in darkness often on this quest. Few friends and little commerce will you be able to conduct. I give you the power to sustain yourself and any that aid you in the darkness. I grant you wisdom beyond that of a mortal to do battle with these otherworldly foes. Cast them back into the Abyss and grant peace to the living so they may die as fate decides.” The skull fades. [B]Character boons:[/B] [b]Blessing of Understanding[/b]: Destrian gained 2 points of wisdom and a maximum wisdom score of 22. [b]Blessed Symbol of Destrian[/b]: [sblock]Blessed Symbol of Destrian (artifact, requires attunement): Kelemvor blessed the symbol of Doomguide Destrian commanding him to drive from the world the Demon Lords of the Abyss that had been summoned to the material plane to ravage the world. Destrian found himself deep under the earth far from the support of the Church of Kelemvor and surrounded by enemies in a land where men from the surface had few allies. Kelemvor knowing he would be unable to call upon the resources necessary to a priest for combat against such a potent enemy, he blessed Destrian’s holy symbol with power that would allow the Doomguide to fight the Demon Lords in the abyss known as the Underdark without entering the dark and often evil cities inhabited by the drow, duergar, and the other dangerous inhabitants that lived below. The holy symbol has the following qualities: 1. The wielder adds +3 to spell attack rolls and the DC of spells that banish fiends or undead, do necrotic damage, or that damage or harm undead including the Turn Undead ability. 2. The wearer adds +2 to AC and saving throws. 3. As long as the wielder has the symbol visibly displayed on his person, he can cast any spell requiring a 100 gold or less material component without the component, even if the component is consumed during casting. 4. The symbol has 4 charges. The wielder can expend a charge to cast a spell with a component cost of 1000 gold or less without requiring the material component, even if the component is consumed during casting. The symbol recovers 1d4 charges per long rest. 5. The wearer is always under the effect of a protection from evil and good. 6. The wearer does not need to eat, drink, or sleep, but must still take long and short rests to recover spells, hit points, abilities, and the like. 7. The holy symbol will resurrect the wearer with a resurrection spell once per long rest as long as they remain committed to the quest Kelemvor assigned them and desire to be resurrected. 8. The holy symbol can transform into a +3 longsword as a bonus action. It still functions as a holy symbol in sword form and retains all its powers as long as the attuned owner wields the blade. 9. The wearer has resistance to necrotic damage and cannot have their hit point maximum reduced by any means. The wearer has advantage on saving throws against spells and abilities that do necrotic damage. 10. The item will only attune to a follower of Kelemvor that swears to fulfill the quest Kelemvor assigned the wearer. If the follower abandons his quest, the wearer loses attunemet and cannot attune to the item until he returns to the quest. This holy symbol is only given to Doomguides on quests of significant important to Kelemvor where the balance between life and death is heavily swayed towards unnatural death and needless suffering.[/sblock] [b]DM Notes[/b]: I contemplated whether this would occur after Gravenhollow, but decided that Zuggtymoy's "garden" would be an affront to Kelemvor that the god of the dead could not abide. After his servant found the fungal garden allowing Kelemvor to finally lay eyes on the nature of the corruption the Demon Lords are visiting upon the Underdark, he felt compelled to act through his servant. He has given him sufficient power to accomplish the task at hand in the environment Destrian finds himself in. I prefer to have the gods take a more active role in the affairs of mankind similar to Greek or Norse mythology. I feel in many D&D adventures the gods are too often inconsequential in the affairs of men other than in historical excerpts in campaign books, so I like to incorporate active gods in play to illustrate to the players that the gods of the ancient world were actors in the world of men and not just myth and books. [/QUOTE]
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