Dungeons and Dragons – Mystara
Immortality – Quest – The Meeting (Tier 4)
GM Only Reference
Source: Wrath of the Immortals for D&D BECMI converted over to 5th Edition by me.
This is a GM Reference and in not known to the characters and if referenced in game becomes an instant failure for the test. So players read with caution as this could count you out of this.
– The Seven Tests
– Immortal Arrival
– The Meeting
– The Paths
The Seven Tests
Once the character has completed all the stages of the Petition, they must complete seven test along the way. Walking the last couple of miles to teh site – whether walking up the slopes of a mountain, moving on the ocean floor toward the mysterious land of coral, or slipping and sliding through caves into the depths of the earth – the character will have seven encounters. Each one tests teh character’s mettle and worth in one specific trait.
These traits are:
– Honour and Trustworthyness
– Dedication to the Sphere of Power
– Persistence in teh Face of Adversity
– Mercy and Charity of the Heart
Most of these encouters should be noncombat roleplaying situations. The character must make the correct decision based on the trait being tested. The do not have to succeed in every test in order to reach the site, but they must not skip any, as collectively they are another trial by the Immortals to test the candidate’s potential worth.
After encoutering all seven test they finally reach the site where the Immortal receives petitioners. What ever teh surroundings, the site itself will be exceptionally peaceful and beautiful. Once they arrive, they must stay here and meditate on the Immortal and the quest until contacted. The wait itself is the final test. They will be notified appropriately to wait for the arrival.
To find out how the immortal will respond, roll 1d10 and apply all the petition modifiers below:
-8 per additional character acccomanying the candidate.
-5 if of an alignment not favoured by the Sphere
-3 per test failed
-3 per time the character revealed any of the Immortality Path secrets without direction
-3 if the character is a follower of another Immortal the sponsor does not like
-2 if the character is of a different alignment to the sponsor
+1 per test passed
+1 if the sponsor if favourably disposed towards the character
+1 if the character is of the same alignment of the sponsor
+1 if the character is of an appropriate class for the sphere
+1 if the character is a follower and draws their power from the sponsors sphere
+1 if the character brings a minor artefact
+2 if the character brings a lesser artefact
+3 if the character if a follower and draws power from the sponsor
+4 if the character brings a greater artefact
+8 if the character brings a major artefact
Results of the check:
– less than 3 – The sponsor is displeased and lets the petitioner know within 1d6 days that they will not answer the call.
– 3 to 8 – The sponsor is agreeable. They will send an omen in 1d4 days of their arrival, which will be in d100 days after the omen.
– more than 8 – The sponsor is very pleased and arrives in 1d6 days without an omen or notice.
While awaiting the arrival of the Immortal, the character should remain at teh site and meditate for their waking hours. If they leave the site, a -2 is applied to the check and it is rolled again, and if still at least agreeable, they receive an omen to return to the site. If it changed to pleased, then the sponsor will arrive where ever the character is at the time.
The arrival of the sponsor is always a performance. It can be grandoise or mysterious. If grandoise, the sponsor appears in a magical display based on their Sphere. In any case, with this first appearance, the Immortal will automatically choose to utilise the paralysis aspect of the Aura Attack ability against the character (and all other witnesses).They may release creatures from the paralysis at will.
The immortal examines the character and then communicates either verbally or telepathically, asking what the character wants. The character must humbly present their petition to be accepted as a candidate for Immortality, beseeching the Immortal to be their sponsor, and presenting the gift as a gesture of respect.
To determine the reponse to the request roll a d10 and use the appropriate modifiers below:
-10 if the character failed more tests than they passed
-5 if the character is haughty
-5 per previous petition the character has made
-2 if the gift is of value less than 25,000 gp
+3 if the character passed all the tests
+2 if the character passed more tests than they failed
+1 if they are of a class or race favoured by the Sphere
+1 if the item is worth more than 25,000 gp
+1 per every double of the value beyond 25,000. For example 50,000 is +1, 100,000 is +2, 200,000 is +3.
Results of the check:
– less than 3 – Petition Rejected. The Immortal destroys the gift. They describe (at length) how and where the character failed along the way.
– 3 to 8 – Petition Accepted. The Immortal takes the gift and informs the character they have accepted the petitioner as a candidate in the Immortals Sphere and is willing to act as the characters sponsor.
– more than 8 – Petition Accepted, with Honour. The Immortal takes the gift and in return gives the character a small magical item (not an artefact) from their Sphere of Power as a token. The Immortal then teleports the character home, along with their mount, gear and people left at the base camp.
Once the character’s petition is accepted, the sponsor instructs the character in the steps required to complete the path to immortality. They answer most of the characters questions if they are reasonable. The sponsor then sets the conditionsof the next meeting and departs. Once this happens, they will not be seen until the path is complete or they return with another Petition. The character is now the Questor or Aspirant. While unseen, they are watching the questor overlooking their progress and will be instrumental in placing challenges and obstacles in the path.
Once they gain a sponsor, they need to fulfill the following:
– they must become 20th level to complete the path.
– they must be true to their chosen Sphere of Power
– they must bring gloy and pride during the trial
– They must pass all the path specific requirements
Artefact, Trial, Testimony and Task
The character must complete a set of events called the Artefact, Trial, Testimony and Task, the details of each vary fom path to path. Unless it is suggested by the Path description of a specific order, no such order is required. A character can work on all of the objectives at the same time.
Artefact: The character must complete a quest to retrieve an artefact belonging to their Sphere of Power. This must be a new quest, not one they had begun before meeting with the Immortal. The Immortal sponsor will tell the Questor which artefact to retrieve when accepting the petition usually the artefact will be in the hands of beings from another Sphere.
Design Changes for 5E
This has been added so players can find out what the rules around it is, if they think the rules are necessary to know. But this does not mean it is something that can reference in game, or at the table.
The Gods: The Immortals Overview,
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)
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