3rd Edition - Defenders of the Faith - Quests (WE), Rpg, D&D 3ed

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Called to Serve
A Defenders of the FaithWeb Enhancement by James Wyatt
Defenders of the Faith: A Guidebook to Clerics and Pal-
adins
offers suggestions for holy (and unholy) quests
and missions that churches might request or demand
clerics undertake on behalf of their deities. Divine
quests can serve as great adventure-starters, not just
for clerics but for any character or party with alle-
giance to a patron deity.
Of course, each god has his or her own agenda in the
world, so the nature of such quests can vary drastically
from deity to deity. Also, as
Defenders of the Faith
points
out, even churches devoted to the same god might
emphasize different aspects of that god or parts of the
god’s portfolio, and thus might hand down very dis-
similar quests.
Let these suggestions, arranged by deity, get you
started—whether you’re the player of a cleric, paladin,
or other devout character, or a DM in need of a hook
for your next adventure.
Ehlonna, Goddess of the
Woodlands
Protect the woodlands—slay a rampaging
evil monster; persuade loggers to avoid a
sacred grove; rescue a sylvan creature that
has been captured; help defend a fey com-
munity from attack. Negotiate peace
between squabbling centaurs and elves or
humans, or persuade them to unite against a
common evil foe. Seek out an ancient nature
spirit—perhaps a thousand-year-old dryad,
treant, or nymph—or a sacred shrine built
high in the branches of a sky-embracing
tree.
Additional Credits
Editing: Carrie Bebris
Web Production: Sue Cook
Web Development:
Mark Jindra
Graphic Design: SeanGlenn,
Cynthia Fliege
Based on the original D
UNGEONS
&
D
RAGONS
® game by E. Gary Gygax
and Dave Arneson and on the new
edition of the D
UNGEONS
& D
RAGONS
game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich
Baker, and Peter Adkison.
Erythnul, God of Slaughter
Wreak havoc—seize control of an organi-
zation, settlement, or nation (by killing the
person currently in charge), disrupt delicate
peace negotiations (by killing the diplo-
mats), or put an end to an order of do-
gooder paladins (by killing them all). Raze a
temple of Pelor; destroy a holy artifact of
Heironeous; prevent a pesky band of adven-
turers from recovering a lost relic of St.
Cuthbert.
D&D, D
UNGEONS
& D
RAGONS
, and D
UNGEON
M
ASTER
are registered trademarks owned by
Wizards of the Coast, Inc. All Wizards charac-
ters, character names, and the distinctive like-
nesses thereof are trademarks owned by
Wizards of the Coast, Inc.
This material is protected under the copyright
laws of the United States of America. Any
reproduction or unauthorized use of the mate-
rial or artwork contained herein is prohibited
without the express written permission of
Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity
to actual people, organizations, places, or
events is purely coincidental.
©2001 Wizards of the Coast, Inc. All rights
reserved. Made in the U.S.A.
Boccob, God of Magic
Undertake quests involving magic or knowledge—
recover lost tomes, scrolls, or spellbooks; find an
ancient library; create a special wondrous item. Dis-
cover a minor or major artifact, or preserve one from
those who would destroy it. Unearth lost secrets. Pre-
serve the balance of the universe—prevent good, evil,
law, or chaos from gaining some ascendancy, or help
the opposite forces rise as well. A distant and
inscrutable deity, Boccob may send his worshipers on
quests with no clear purpose, serving only the god’s
own secret aims.
Fharlanghn, God of Roads
Execute missions involving travel—blaze a new trail
to undiscovered country; reopen lines of communica-
tion to a lost colony or outpost; visit a neighboring civi-
lization simply to learn about it. Find out why no one
can get through a mountain pass (an avalanche, bandits,
monsters?). Follow a peregrine falcon on its journey—
it might lead to a relic, a cleric, or another quest.
Corellon Larethian, God of Elves
Help the elf race—support an elf army against a
band of orcs or an army of evil humans bent on razing
the woodlands; serve as a diplomatic envoy from the
elves to a nearby nation; recover an ancient artifact of
a lost elven civilization. Oppose servants of Gruumsh.
Overthrow a tyrannical human ruler who seeks to
impose her rule on the elves.
Garl Glittergold, God of Gnomes
Help the gnome race—scare dwarf miners away
from infringing on gnome claims through practical
jokes and pranks; put a pompous ruler in his place;
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drive off a threatening giant. Oppose servants of Kur-
tulmak, the kobold god. Solve an intricate puzzle to
win a magical prize.
peace with a nearby elf community; reclaim the lost
Axe
of the Dwarvish Lords
. Oppose servants of Gruumsh.
Support the rightful dwarven queen against the
usurper who murdered her father. Preserve the order
and tradition of the community.
Gruumsh, God of Orcs
Promote the orc race—lead a raiding party against
humans or elves; retake an orc fort held by dwarves;
drive off adventurers making trouble in orc lands. Chal-
lenge a weak cleric and assume his position. Oppose
servants of Corellon Larethian and Moradin. Capture a
half-orc child born in human lands, so that she can be
raised by orcs.
Nerull, God of Death
Execute missions of death—kill for death’s own sake;
start a magical plague; hunt down a wizard who has
been cheating death. Seek out undeath; become a lich,
ghost, or vampire. Lead undead hordes to kill the living
and add to their numbers.
Heironeous, God of Valor
Perform deeds of valor—defeat powerful evil enemies
(often supernatural, such as evil outsiders or undead);
promote truth and justice; prove one’s own honor and
courage. Frontal assaults are common. Recover holy
items such as swords or armor. Fight minions of
Hextor, particularly the Fists of Hextor (detailed in
Sword and Fist
). Help people in need, from princes in
distress to beleaguered peasantry. Punish the guilty and
protect the innocent.
Obad-Hai, God of Nature
Preserve the wilds—defend a holy grove from
all
encroachers (good or evil); protect a powerful beast
from its would-be slayers (possibly led by a cleric of
Ehlonna); prevent a fey community from exterminat-
ing the bugbears that share the woods (and vice versa).
Cooperate with a circle of druids to prevent miners
from violating untouched mountains.
Olidammara, God of Rogues
Missions? Quests? Chaotic Olidammara expects his
followers to find their own way in the world—follow-
ing his example, surely, but not obeying his commands.
Pelor, God of the Sun
Champion the cause of good—slay a powerful evil
creature (an undead creature, or a monster that spreads
disease); find powerful items of good (items of healing,
of light, or of fighting undead); help the sick, wounded,
and poor. Fill the world with good deeds. Oppose fol-
lowers of Nerull and other evil deities.
Hextor, God of Tyranny
Engage in deeds of tyranny—conquer a village, city,
or nation and rule it through fear; organize a gang to
dominate a lower-class district and extort “protection”
money from local businesses; capture people and sell
them as slaves or draft them into service in an evil king-
dom’s military. Recover unholy weapons and armor.
Fight minions of Heironeous and paladins wherever
they are found.
Kord, God of Strength
Carry out acts of liberation—free slaves, captives, or
conscripts; overthrow tyrants; defeat bullies. Break
chains, both literal and figurative, wherever they are
found. Fight for everyone’s right to freedom and the
search for happiness. Defeat powerful evil enemies—a
devil, or a dragon who demands regular sacrifices. Seek
items and magic that improve the cleric’s own body and
soul, including items like
belts of Strength
. Oppose fol-
lowers of Hextor, who represent tyranny, and Erythnul,
who abuses freedom.
St. Cuthbert, God of Retribution
Perform deeds of righteousness—find a criminal and
bring her to justice; establish order in a lawless frontier
town; track down a servant of evil hidden in the fold of
the faithful. Avenge a murder or other crime commit-
ted against the church. Recover an artifact associated
with truth, justice, or retribution.
Vecna, God of Secrets
Unearth dark secrets—seek out a lost tome of evil
magic; blackmail a powerful person with his blackest
secrets, or reveal such concealments in order to unseat a
ruler. Entice a good wizard into exploration of evil mys-
teries, luring her into madness. Seek out the
Eye
or
Hand
Moradin, God of Dwarves
Help the dwarf race—support a dwarf army against
orc raiders from beyond the mountains; negotiate a
2
of Vecna
and use these artifacts to amass personal power.
a settlement agreement with a surly human baron.
Stand up for the community when larger folk try to
take advantage of the halflings. Find out why crops are
failing and put a stop to it. Lead a halfling band into
unexplored territory to found a new settlement, or
guide them to a distant, near-legendary halfling native
land . . . or promised land.
ABOUT THE AUTHOR
James Wyatt wrote dozens of articles for
D
RAGON
Maga-
zine and five
D
UNGEON
adventures before joining the
Wizards staff in January 2000. His recent credits
include the adventure
Speaker in Dreams
.
Game design is career number five, after stints as a
childcare worker, ordained minister, technical writer,
and web designer. He and his wife Amy have a three-
year-old son, Carter.
Wee Jas, Goddess of Death and
Magic
Embark on quests involving magical knowledge—
discover lost spells or the process for creating a minor
artifact; learn the secret of becoming a lich; find a pow-
erful necromantic tome or item. Create a magic item or
research a new spell. Contact a dead wizard on the
Outer Planes to learn his magical knowledge. Investi-
gate a strange magical phenomenon.
Yondalla, Goddess of Halflings
Help the halfling race—resolve a dispute between
quarreling halfling bands; lead the community’s
defense against a threatening group of giants; negotiate
3
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