Complete Champion - 3.5e

Page 148

to convert others to their causes through shows of extreme ability, and for those who would gain immortality through fame and glory to pit themselves against the best of the best. Called the Pantheistic Tournament in honor of the pantheon to which it is dedicated, the event is a series of competitions and contests designed to test every skill imaginable. Featured events include team sports, gladiatorial sparring, obstacle courses, unarmed fights against predators (or monsters), feats of strength, footraces, scavenger hunts, magical duels, and predesigned catacombs in which "professional" delvers can seek specific goals while defeating the various mechanical, monstrous, and puzzling obstacles within. Clerics are on hand to deliver healing at all times, and none of the contests deliberately ends in death, but injuries and fatalities are common. Indeed, those who triumph in their chosen arenas are truly champions in the eyes of the world. The upcoming Pantheistic Tournament has caught the attention of the Church of Kord. That anyone other than a follower of the Brawler might prove the greatest athlete in all the world is simply unacceptable. Thus, Kord has sent omens and dreams to his priests with an unmistakable message: Find champions among the faithful to participate in the games, and make sure to find those who can win!

Domains The requirements of this mission are simple enough for Kord's chosen followers—they must enter and win those events for which they are best suited. Doing so requires that they succeed not only in the main events, but also in the many tryouts, tests, and eliminations beforehand. Chaos: Physical competition, even when bound by rules, is a disordered state of affairs. Kord's champions must think on their feet, avoid becoming so mentally bound to one strategy that they cannot adapt, and take advantage of any weakness their rivals display. Good: Flexibility of thought does not equate to flex­ ibility of morality. Taking advantage of a rival's weakness is acceptable, but cheating is utterly anathema to the Brawler. His chosen champions must seek victory by every legitimate means. Luck: All games, no matter how difficult or how specific, contain an element of chance. While those who rely on luck at the expense of skill have little chance of victory, luck is often enough to push one skilled competitor to victory over another. Kord's followers see no shame in taking advantage of a lucky break, and a victory won through chance is no less satisfying, as long as the competitor truly tried his hardest and did not rely entirely on luck. Strength: Arguably Kord's primary domain, Strength is a must for any of his followers in the Pantheistic Tournament. Strategy and tactics are all well and good, but at the end of the day, Kord wants champions who have proven their physical superiority over the opposition.

Suggested Rewards Should the champions of Kord prove victorious, each gains the same benefit as if he had successfully activated a coli­ seum of Kord (page 153). This benefit lasts for 1 month, and the champions also receive dreams hinting at where they might find a true coliseum capable of granting the benefit for a longer time.

THE GHOSTLY LAIR The Church of Pelor is in an uproar. Months ago, a caravan of holy pilgrims bound for the Temple of the First Dawn (page 157) disappeared from a major highway. Tracks reveal that the caravan simply departed from the road for no apparent reason and wandered into the wilderness. No bodies or remains have been located. To make matters worse, the church from which the pilgrim­ age departed has recently been robbed. Witnesses report a ghostly procession of gray-robed travelers approaching and departing from the church, yet no signs of forced entry were found. Several holy icons and relics have vanished from the church, including a book of exalted deeds and a solid gold sun disk of Pelor (page 134) that is worth four times the standard value. As with the pilgrims, no trace of the missing relics has been found. The high priests of Pelor have sent word throughout the faithful, seeking champions to retrieve the relics and to locate and rescue the missing pilgrims. In fact, however, it is too late for those poor worshipers. They had the misfortune to travel a length of road that has been quietly haunted for generations. Perhaps a century ago, a much smaller band of travelers, also dedicated to Pelor, was set upon and consumed by ravening ghouls. The ghosts of several of those pilgrims remained near that spot, bound to the material world by pain and rage. When these ghosts spotted Pelor's pilgrims passing through their domain, they decided to take revenge. Using their spells and other abilities, they lured the pilgrims off the road and slew them, then reanimated them as mindless undead. The ghosts then led the pilgrims back to the church. Using the dead travelers to distract witnesses, the spirits entered the church, manifested, and telekinetically stole the items.


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Articles inside

Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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