Savandem

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Summary

Savandem is a Primordial Power temple on the mystical island of Shimring. It was originally governed by Hastur in the Eldar Days. It is dangerous to enter as latent Residual Chaotic Energy is drawn to life forces within it, as well as any use of magic – divine, arcane or elemental. Although protected by the Droomalith from such forces, living beings within the temple can cause Rifts of Chaos that temporarily break through the Droomalith’s protective membrane, releasing entropic energies into the world.

The temple, as with other Primordial Temples, can be used as a conduit to any plane of existence, creating a cojoined plane that can be travelled through by mortals. However, this can only be done by use of the Heart of the Dracolich, a powerful artefact usually guarded in Wyrmland. The temple is always the second part of any Divine Quest set by the Droomalith.

In this campaign, the Questors, acting on divine truth extracted from the ensnared Iuz, have chosen Gossamer in the Demonweb Pits as the cojoined plane.


Mechanics of Travel within Primordial Power Temple: Savandem

The Primordial Power Effect roll must be made before any action that involves a Spell or a Character Ability. Character abilities are defined by anything that is listed in the Class Description of a character in the beige and white tables for each character class, and which requires intention. Feats and Skills that are not included in these tables are not subject to the effect unless they use Arcane or Divine energy.

At the beginning of your turn:

  • 1. State intention.
  • 2. Roll Divine Intervention (percentile dice) if attempting to overcome Shimring effect on alignment descriptor.
  • 3. Roll large d12 (DO NOT USE OTHER DICE OR COMPUTER GENERATION) Any player at the table may make this roll.
  • 4. Determine PP Effect before resolving.

  • Eye of Horus= +5 on d20 and other dice x 1.5
  • Elder Sign=Spell or ability negated.
  • Sign of Cthulhu=Spell or ability negated and Entropic Enemy appears.
  • Other Signs=No effect.

  • Home Plane Affinity
    The Demonweb Pits is an Outer Plane with its own affects on characters (See Below). Home Plane Affinity favours characters from Faerun and Sigil with a +1 on all d20 rolls and adversely affects characters from Greyhawk or Earth with a -1 on all d20 rolls.

    Demonweb Effects on Characters
    Teleportation is not possible in the Demonweb. Likewise Dimension Door, Dimension Hop, etc are not possible.
    Entry in and out of the Demonweb is by Portals ONLY: Planeshift, Astral Travel, etc. are not possible. Travel between Portals within the Demonweb must be accomplished with the use of special keys made for this purpose, typically Iron Pyramids, Silver Spheres, Bronze Stars and Blue Crystal Cubes.
    Planar Traits:
    All good creatures suffer -1 to all Attack and Save Rolls, all lawful creatures suffer -1 to all Attack and Save Rolls. This stacks so that LG creatures suffer -2
    All Charisma based rolls of Lawful Creatures are at -2. All Charisma based rolls of Good Creatures are at -2. This stacks so that LG creature’s charisma based rolls are at -4.
    Some magic is enhanced. Evil or Chaotic spells are cast at DOUBLE caster level. Due to the effects of Shimring on Questors this will only be relevant to characters if they first make a Divine Intervention roll, but it applies to all other creatures in The Web.

  • Web spells fill twice the area they normally would
  • Spell saves against Poison have a DC+3
  • Evil creatures heal at twice the normal rate
  • Other effects may occur near Magical Nodes of Chaotic Energy.

    Primordial Power effects may vary according to each Primordial Temple.

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  • Savandem

    Shimring twiggyleaf twiggyleaf