Dungeons and Dragons – Mystara
Immortality – Path of the Polymath (Tier 4)
Note: Meant for 16th level characters only
The Path of the Polymath is for the Sphere of Matter demands its candidate partake a quest for an artefact that will force the hero to quest for it several times. Each time the hero attains the artefact, the artefact resets the hero back to 1st level of a different class with no memories of the past lives. The hero must then find the artefact again with a party with at least four different classes, until the fourth time when all memories and levels are returned. Then the candidate must build a monument of their achievement.
The Path of the Polymath
This is the route to the Sphere of Matter. This path is favoured by monstrous races, halflings, earth aspected races, monks and Primal spellcasters (Druids and Rangers).
– Abstract: Protection
– Elemental: Earth
Quest and Task
The polymaths will be reincarnated into four additional lives, each of these lives is as a different character class and race. Each time the questor is reincarnated they will be turned into a different class, and a different race, elemental subtype and sex.
The polymath begins each new life at first level, with no memories of their previous lives. A polymath keeps the same ability scores they had before being reincarnated into a different form, with only racial adjustments changing. They also keep their alignment, personality, likes and dislikes.
They can have false memories supplied by the sponsor or may be amnesiac. In either case they start as a young adult appropirate to their new race. While the player knows it is the same character, they cannot use in game knowledge for that character at this time.
During each of their four new lives the character must quest for an gain the same artefact. Each quest should be individual and interesting. One good way to do this is to change the vessel (appearance) and name of the Artefact each time, then putting it in a different hidden place surrounded by different dangers. The sponsors usual tactic is to change its nature, then plant it in the midst of some actual menace or enemy forces the sponsor wants to see erradicated – so the danger is completely real.
The first three times the artefact is gained, the sponsor reappears to the character wthin d20x10 days to claim it. Thy momentarily restore the memories to congradulate them on completing another stage of the path, then reincarnates them into their next from, removing the memories again.
The fourth time the character acquires the artefact, they may keep it for the time being, the sponsor returns the questor to their form they made the petition in, and restore all their memories.
During each of their quests, the polymath must be accompanied by at least one cleric or paladin, one fighter or monk, one druid or ranger, one barbarian or rogue, one bard or warlock, and one sorcerer or wizard. They have five companions, making up the sixthed character in that group. These companions should be of different races, including different to the questor. If any are slain, the questor needs to ressurect or replace the character before continuing.
Once the quest is completed, and before begining the trial, the questor must erect a monument at least 100 ft tall to the glory of their deeds. This momument must start for at least ten years.
After completing the final step of the quest, and building the momument, the quester must undertake a final adventure by themselves. They begin one last life, but can draw upon all of the classes they experienced at first level. They have all the abilities of each class, including proficincies, skills and magic. Once they reach at least Tier 3 the sponsor will return and welcome the character into their sphere.
Polymath and a Adventuring Party
The path of the Polymath will require all the players to either join in on the quest playing new characters and suporting the player through questing. Each time the polymath changes to a different life, the other players get to return with new characters.
If this is not acceptable to the group, then it would need to be run seperately as a side storyline, or rejoin the same group as a low level character they help advance. Though in my game world people are levelling at the end of the game year so would not abe as great. Though it could be worked into the game as assistants for the other characters. Each quest for the artefact should give it a different name and appearance.
I have made it four new lives giving the number five another aspect in the setting. This appears to be the magic number for determining various aspects of the world so I make sure to incorporate it where it is viable.
The Gods: The Immortals Overview, Patrons
GM Section: Immortality Overview, Path Conqueror, Path Dragon, Path Dynast, Path Epic Hero, Path Paragon, Path Polymath, Quest Petition, Quest Meeting
Energy/Fire (31): Alphatia (16), Bartziluth (24), Bemarris (3), Benekander (1), Branden 11), Coberham (18), Fire Elemaster (33), Guidarezzo (15), Heimdall (30), Iliric (8), Ilsundal (34), Ixion (36), Madarua (26), Mazikeen (27), Mahmatti (14), Matin (19), Mealiden (23), Minroth (13), Ninsun (35), Patura (10), Pflarr (25), Rad (22), Rafiel (21), Raith (12), Rathanos (28), Razud (31), Saturnius (20), The Shaper (7), The Shining One (29), Zirchev (17), Zugzul (32)
Entropy/Darkness (35): Alphaks (20), Aracne Prime (6), Arik (18), Atzanteotl (31), Bachraeus (19), Bagni (24), Brissard (10), Danel (14), Demogorgon (29), Harrow (11), Hel (36), Hircismus (12), Idris (15), Jammudaru (5), Kallala (22), Kiranjo (7), Kythria (2), Loki (30), Loup (9), Macroblan (27), Marwdyn (4), Masauwu (28), Nyx (33), Orcus (26), Ouranos (34), Pharamond (32), Qywattz (21), Ranivorus (16), Ruaidhri (3), Saasskas (23), Slizzark (17), Stodos (6), Talitha (25), Thanatos (35), Yagrai (13)
Matter/Earth (34): Atruaghin (32), Buglore (9), Chiron (6), Diamond (21), Djaea (34), Earth Elemaster (33), Faunus (11), Forsetta (7), Garl (13), Ground (19), Hattani (15), Ilmarinen (20), Infaust (16), Ka (35), Kagyar (28), Land (27), Lokena (2), Lornasen (10), Maat (30), N’grath (29), Opal (18), Paarkum (8), Polunius (25), Pearl (12), Tahkati (17), Terra (36), The Eternal General (14), The Great One (26), The Korrigans (24), The Twelve Watches (4), Utnapishtim (23), Valerias (31), Wayland (24), Wogar (5)
Thought/Air (36): Air Elemaster (32), Arnelee (8), Asterius (28), Clebard (2), Cochere (12), Cretia (16), Diulanna (18), Eiryndul (20), Frey (13), Freyja (13), Gorm (22), Halav (17), Karaash (5), Kersy (21), Korotiku (32), Koryis (10), Malinois (15), Ninfangle (27), Nob Nar (5), Noumena (34), Odin (36), Orisis (19), Palartarkan (11), Palson (4), Pax (35), Ralon (9), Sinbad (25), Soubrette (24), Ssu-Ma (23), Tarastia (30), Taroyas (6), Thalia (31), Thor (29), Turmis (1), Urtson (7), Usamigaras (27)
Time/Water (33): Al-Kalim (3), Ahmanni (14), Bastet (22), Brindorhin (14), Calitha (18), Carnelian (11), Chardastes (24), Crakkak (10), Finidel (7), Fugit (30), Gorrziok (25), Hymir (13), Khoronus (36), Liena (1), Luca (12), Malafor (15), Oleyan (6), Ordana (31), Petra (17), Protius (29), Raven (21), Sharpcrest (19), Simurgh (19), Skuld (34), Tiresias (9), Tourlain (8), Tyche (28), Urd (32), Vanya (23), Vethandi (35), Water Elemaster (33), Yav (20), Zalaj (27)
D&D 5E in Mystara
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Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)
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