Complete Champion - 3.5e

Page 152

has no other duration limits—the recipient can hold onto her remaining uses of these feats for years if she so chooses. She cannot gain the benefits of an athenaeum of Boccob again, however, until she has discharged all available uses of both feats. Aura: Strong (no school). Ability Value: 2, 000 gp. Adaptation: Any deity who is a patron of spellcasters and interested in the accumulation of knowledge could be associated with one of these sites.

COLD FORGE OF MORADIN A cold forge of Moradin is a holy site touched by the dwarf deity of smithcrafting. Worshipers of the Soul Forger claim that Moradin visits every forge in the world, and when he finds one that has been abandoned and desecrated by the enemies of the dwarves, he touches it with his own hammer and imbues it with his power. He then sends dreams and visions of it to his true followers, hoping to awaken the spirit of vengeance and justice in their hearts. When recovered by good characters or non-evil dwarves, these smithies imbue their rescuers' weapons with new properties. According to legend, when Moradin awakens many cold forges in close proximity, characters who visit several of them can gain additional benefits. Lore: Characters can gain the following pieces of infor­ mation about a cold forge of Moradin by making Knowledge (religion) or Knowledge (history) checks at the appropriate DCs, as given below. DC 15: A cold forge of Moradin is a holy site imbued with secrets of blacksmithing known only to the dwarf god. DC 20: Coldforges of Moradin can be found only in areas that were once occupied by dwarves but are now abandoned. DC 25: To gain the benefits of a cold forge of Moradin, a char­ acter or group of characters must clear the immediate area of enemies and hold the site against the foes of the dwarves for a short period of time. Description: The dark, underground hall surrounding a cold forge of Moradin is often filled with dust, smashed stones, and broken weaponry. Somewhere amid the rubbish lies an old anvil, possibly covered with the shattered bits of armor and weapons of its last defenders. Near the anvil is a forge that seems ice cold at first but rekindles of its own volition and heats up over time. Non-evil characters who discover such a site are over­ taken by a sense of melancholy at first. This effect results from the leftover emotions of the long-dead dwarf smiths that have become ingrained in the rubble. But when the forge awakens and the walls begin to reflect the light and shadows from the fire, visitors find the room welcoming and somehow bolstering. Prerequisite: A cold forge of Moradin confers its spe­ cial ability only on the weapons of intelligent, non-evil creatures. Site Activation: To awaken the forge, a character or group must defeat any evil creatures in the immediate vicinity (usually the room housing the forge and any neighboring rooms) and hold the area against other evil creatures for 24 hours. Any evil creatures that enter during this period must be slain or driven off; otherwise the defenders must start the


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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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