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The Portal to the AbyssD&D 3e (3.0/3.5) Rulesby Raistlin's KhellspawnGaming Rules: The legendary Portal is a gigantic gateway into the realms of the Gods. Almost all were destroyed. However, the portal in the Dark Tower of High Sorcery remains, and whether another dark mage will try to open it is in question. The Portal is a large metal gateway that can be considered a major artifact. To activate this device, a 18+ level evil wizard must join with an 18+ level good cleric. Both must have complete faith in the other. To activate the portal, the cleric must first make a Knowledge (religion) check against a DC of 35. Then the Wizard must make five Spellcraft checks against DCs of 30. If even one of the Spellcraft checks fail, the Portal's energies will tear apart the mage unless he succeeds at a Fortitude saving throw (DC 30). If another magical device is activated at the same time as The Portal, the DC is increased by +5. If this all succeeds, the cleric and wizard may both enter any plane in the Dragonlance universe at will. The Portal remains open until it is shut (Wisdom check, DC 20). An Intelligence check (DC 30) is required to access the realms of the gods. The Portal is also connected temporally to the realms of magic and of the evil gods. The gods of Magic and the gods of Evil may make Wisdom checks (DC 32) to notice The Portal being opened. If they do not approve of the opening, they may seal it with an opposed Intelligence check against the wizard. If the wizard fails, he is torn apart, the Portal closes, and the cleric is forced back into the Material Plane, taking 10d10 points of damage. The wizard cannot be resurrected or raised from the dead, as his soul is devoured by the magic he produced. But if he defeats the god's check, the Wizard is allowed automatic access to the God's realm and gains a +10 morale bonus to all attacks, saves, and checks while in that realm. Only one god may make this opposed check. However, if the portal is opened to the Abyss, the Queen of Darkness automatically senses entry into her realm by any intruder if she succeeds at a Wisdom check (DC 20) and she will automatically send her legions to stop the intruders. Her legions will consist of undead, demons, and devils, all with challenge ratings above 10. Normally she will send 3d20 creatures per day. She may also instead make an Intelligence check (DC 30) to force the wizard and cleric to live in a twisted reflection of Krynn. This may have its own reproductions, as facsimilies of the wizard's and cleric's friends may attempt to kill them. This choice is made at the DM's discretion. Note to DMs: A Portal may only be used in the Age of Dreams, the early Age of Despair (0-150 AC) and in the late Age of Despair (381 AC). During the late Age of Despair, anyone can pass through the Portal without having to make any checks, assuming they can get around Dalamar's guardian. The gods can make checks to notice the travellers, but they suffer a -20 penalty on their checks due to the fact that they are distracted by the return of Chaos to the world. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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