World of Nyrod

10/28/14: The plan is to wrap up Shadowrun by the end of the year. Then we will do one final session of The Shadow Pantheon. After that, I think we will play through a 5e conversion of Pathfinder's Carrion Crown adventure path. DCC RPG is still rolling along, too.

7/29/14: We paused Shadow Pantheon to play some Shadowrun.

5/18/14: Got caught up on the Shadow Pantheon summaries.

3/1/14: Second Shadow Pantheon is up... same with Dungeon Crawl Classics.

2/11/14: First Shadow Pantheon summary is up here.

1/28/14: Here is the inked version. I'll probably color it next week. Right now I'm getting ready to run DCC tomorrow and the new Shadow Pantheon campaign on Friday! This is Zev and his army of zombie gods:

 

From left to right: Shar (forgotten realms goddess of night), Piranoth (primordial from revenge of the giants), Timesius (primordial fro the orcus path) ORCUS, Aoskar (planescape god of portals) and Zev, god of night. They are the bad guys for my next nyrod campaign. 

 

1/26/14: Got commissions for the city of Olwynn and Zev's Shadow Pantheon:


1/11/14: First two summaries for Stonehell Dungeon

1/9/14: Been getting commissions for old campaigns done:

Rogue Mistress:

Expedition to the Demonweb Pits:

NyrodSpace War 2:

Nyrodspace Saga (Still need to fix the stars background, having trouble with it):

12/24/13: Cloud Odyssey will unfortunately go unfinished. I am about to begin a new Dungeon Crawl Classics campaign!

 

 

 

8/28/13: I did some detective work and pieced some information together about Jay's 2007 campaign, Vonder. Scroll down on that page to check it out. Cloud Odyssey continues to chug along!

8/3/13: Cloud Odyssey is going well. We got the pencils for the art commission:

 

6/23/13: We have finished Skull and Shackles! It might be the best campaign I ever ran... Starting next week, we will begin the new campaign, the video-game-based Cloud Odyssey!

 

 

3/2/13: Skull & Shackles is weekly and we are plowing through it.

 

 

 

8/5/12: Saga of Valor Book One is done. We are finally going back to wrap up Savage Tide and then Saga of Valor Book Two will begin. Also, every Wednesday I run Blackmoor at the Den.

 

 

 

Monday - Saga of Valor


9/17/11: Saga of Valor has begun! The Gods fought Lolth and Mari was abducted. It was epic... Once the mindflayer trilogy is done, we will resume with the brand new heroes trying to survive in the city during the battle. 

8/14/11: Set up the Saga of Valor site. Once Temple and Overmind are done, I plan on starting up the valor campaign. The idea is that it'll be a never-ending campaign that switches perspectives, which will allow the players to play their god characters periodically. I am planning on starting it in the World of Greyhawk, and was thinking about using 1st edition rules. But the more I think about it, I'm thinking Dungeon Crawl Classics might be a more fun choice. 

8/3/11: Here comes Neverwinter

8/1/11: I finally ran a god adventure and it was awesome! Check it out here.

7/28/11: Chaos Scar is done! The Tomb of Horrors has scattered the heroes (who are also going to college). The Scales of War players will be returning to mondays, to play through a trilogy of adventures about mind flayers: Dawn of the Overmind.

6/21/11: Temple is about four sessions away from being done! And Dungeon Crawl Classics has popped up too. 

5/11/11: The temple is about half completed. We should be done by summer. And I've started the new encounters: Dark Legacy of Evard

2/28/11: Planning on running one more Savage Tide adventure with Randy, just to wrap it up! It's too bad we couldn't finish that campaign, but there's just too many others going on. Here's my current schedule:

Monday - Dawn of the Overmind

Wednesday - Dark Legacy of Evard

Friday - Temple of Elemental Evil

 

 

 

2/15/11: Made a site for the new Encounters adventure: March of the Phantom Brigade

2/4/11: I decided to go old school. We're shelving Crimson Throne for now, and going through The Temple of Elemental Evil.

 

12/27/10: Scales of War is over! Tiamat is dead

Curse of the Crimson Throne is about to begin.

10/25/10: Check out my new Marvel Super Heroes game!

9/30/10: Revenge of the Giants is done! Orcus is dead! I'll be catching up on summaries in the coming weeks.

9/5/10: Transcribed a couple adventures from 1994 and 1995 off of cassette tape. Pretty interesting... MysticSpace & Barleytown

8/29/10: Got a whole lot of big stuff coming up. The third season of encounters will take place in the world of Nyrod. It is Keep on the Borderlands.

Revenge of the Giants is coming to a finish, though I've neglected the summaries for quite a while. We're almost all the way through the Orcus adventure. The PCs should face off against Orcus in two weeks. After that, we will return to Savage Tide, and try and finish that up in about 15 sessions.Once that's over, we begin the game I am really excited about... Castle Greyhawk.

Scales of War is almost at an end as well, and is by far my longest-running and most successful campaign ever! When it's done, I'm going to run a shot campaign using the Essentails adventures. Then I will run a Chaos Scar campaign.

Critical Fumble Deck Conversion

 

 Right now, my plan is to finish up ROTG and Scales of War. Then, on Fridays,finish Savage Tide.

After all that, my new campaigns will be The Chaos Scar (which will only go to level 10) and Castle Greyhawk (which will probably end in early paragon).

I am preparing to enact a bunch of new rules, one of which will be the use of the Critical Fumble Deck. 

It'll work like this... Once I use the deck on the party, I can't use it again until they use it on me. So that way, at worst, they'll only have to suffer its' effects once per session.

 

 

 

 

Melee

Vibration - If you're using a bludgeoning weapon, you drop your weapon

Wrong End - If slashing/piercing, ongoing 5 per tier (save ends)

Wait! What? - Dazed for one round

Attack the Darkness - All your enemies have concealment from you (save ends)

Second Thoughts - You are weakened (save ends)

Eat Dirt - You fall prone and are blinded (save ends)

You Meant To Do That - Move 4 squares in a random direction, provoking opportunity attacks as normal

Who Was That? - Dazed (save ends)

Bad Grip - Your weapon deals 1/2 damage (save ends)

Punt - Your weapon flies 2d6 squares in a random direction

Go For The Eyes - You are blind until the end of your next turn

Fog of War - You cannot make opportunity attacks for d6 rounds

Broken Haft - You have a -2 to hit until you spend a standard action to repair your weapon

Pointy End Goes There - You lose a surge

Catastrophic Failure - You are stunned until the end of the next turn

Parry! Dodge! Spin! Thrust! - You are dazed until the end of your next turn

Notched - Your weapon is damaged - weakened until you spend a standard action to repair it.

Butterfingers - You drop your weapon

Broken Blade - Your weapon is destroyed! You may collect the residuum and have it re-crafted with the appropriate ritual.

Fling - You drop your weapon and it lands d6 squares in a random direction

Pulled Muscle - You are weakened (save ends)

Overextend - You provoke attacks of opportunity from all adjacent opponents

Awkward Attack - You take a -2 penalty to AC for d4 rounds

This Sword Is Heavy - You are weakened (save ends)

Slipped - You are knocked prone

Backswing - The attack hits you instead of the target

Wide Open - You grant combat advantage until the end of your next turn

Critical Mistake - The attack hits you and is a critical. Draw from the critical hit deck.

Strain - You are slowed (save ends)

Too Much Stuff! - You are immobilized (save ends)

Spinning Swing - You are dazed for d4 rounds

I Told You It Was Sharp - You take 5 ongoing damage per tier

Pin Prick - You take ongoing 1 damage per tier (save ends)

Bonk - You are stunned (save ends)

No Way - Your attack hits the target, but deals minimum damage

Funny Bone - You drop whatever is in your off hand

Bent - You take a -4 penalty on all attacks with this weapon until you spend a standard action to repair it

Stuck - Your weapon is stuck in a nearby surface. It will take a standard action to remove it

Catch Your Breath - You can only take one move action and no other actions until the end of your next turn

Armor Smash - You have a -2 to your defenses (save ends)

This Is Bad  - You take ongoing damage equal to your strength bonus + 1/2 your level (a minimum of 1), (save ends)

Hand It Over - Your target gains possession of your weapon

Shield Crash - You have -2 to your defenses (save ends)

Winded - You are weakened (save ends)

Surrounded By Foes - Your attack hits an ally within reach.

On The Receiving End - The attack deals damage to you instead of the target

Bohemian Earspoon - You are deafened until healed

Better To Give - Your attack hits you

Cutter - You take ongoing 5 per tier (save ends)

Sorry - Your attack hits an ally adjacent to the target

Off Balance - You take a -4 to hit until the end of your next turn

Ranged:

 

Recoil - You slide backward 1 square and fall prone

Phantom Wind - -2 to hit (save ends)

Don't Hit Me! - For 3 rounds, you take a -2 to hit on ranged attacks for each ally in melee combat with your target

Aim Carefully Next Time - Dazed (save ends)

Mix It Up - You are unable to make ranged attacks (save ends)

Overcompensate - All targets have cover against your attacks (save ends)

Misjudged the Distance -  Distance penalty increased (save ends)

Seeing Double - All your attacks have a 50% miss chance until the end of your next turn

Huh? - Dazed until the end of your next turn

So Much Blood - You are weakened (save ends)

Pinch In Parts - You take 5 damage per tier

Bull's Eye - Your shot ricochets and hits you in the eye. You are blinded until the end of your next turn.

All Thumbs - -2 to hit on ranged attacks until the end of your next turn

Tunnel Vision - For the next 3 rounds, you have a +1 to hit but grant combat advantage

Overthrow - Weapon over shoots by three times it's normal range

Torn Tendon - You are slowed until the end of your next turn

Notched Fingers - You take ongoing 5 per tier (save ends)

Snapped String - Weapon cannot be used again until a standard action is spent repairing it

My Spleeny Bits - You lose a surge per tier

Head Rush - You are weakened for d4 rounds

Awkward Attack - You take a -2 penalty to AC for d4 rounds

Aching Back - You are slowed (save ends)

You'll Shoot Your Eye Out - The attack hits you and is a critical! Pull from the critical hit deck!

Errant Aim - Reroll attack against creature nearest target (yourself included). If more than one creature is of equal distance, roll randomly to determine which of them is the target.

Backfire - The attack deals damage to you instead of the target

Wide Open - You grant combat advantage until the end of your next turn

Cracked - Your weapon cracks. You must spend a standard action to repair it before using it again. 

Whoops! - You are knocked prone

Tied Up - You are immobilized (save ends)

Sprain - You are slowed (save ends)

Nicked - You take ongoing 1 damage per tier (save ends)

Klutz - You drop your weapon

Spilled Ammo - Your ammunition falls from its' container and takes d4+2 minor actions to gather up and a standard to place them back in their container (you can pick up one at a time as a minor action)

Shot Your Foot - You are slowed until you are healed (through second wind, magic, regeneration or any other form of gaining hit points that are not temporary)

Amazing Miss - You are stunned (save ends)

Not My Pony - Your attack hits the nearest allied animal or mount

Double Miss - You use twice as much ammunition on this attack

Archer's Elbow - You take a -2 penalty on ranged attacks for the rest of the encounter

Wrong Weapon - If you made a thrown attack, you throw a random object from your gear

Lost Grip - You can only take one move action and no other actions until the end of your next turn

What Are the Odds - The target catches your projectile or thrown weapon

Broken - Your weapon is destroyed. If it is a magic weapon, it is reduced to residuum and can be remade by those with the appropriate ritual

Everything You Got - Weakened (save ends)

Bad Alignment - You take -4 to hit with this weapon until you spend a standard action to repair it

All or Nothing - You take a -1 on to hit rolls until you score a critical hit

Close To The Ear - You are deafened until healed  

Insecure - You have a -1 to hit until you score a critical hit

In The Line of Fire - Your attack his the nearest ally

Lowered Guard - You provoke attacks of opportunity from all threatening foes

Weapon Jam - If using a projectile weapon, it does not function until you spend a standard action to repair it. 

Um, Oops - The hits you instead of the target

Lost the Target - You take a -4 to hit until the end of your next turn

Friendly Fire - Your attack hits your ally closest to the target

Natural:

 

Punctured Foot - You take 1/2 damage from the attempted attack and you are slowed until healed

Overthink it - You have a -5 to hit your target's AC (save ends)

Pinched Nerve - If you had reach, it is reduced to 1 for 3 rounds

Brutal Collision - Your attack hits but you are stunned (save ends)

Hangnail - You cannot use this attack power (save ends)

That Tastes Awful! - If this was a bite attack, weakened (save ends)

Not The Weak Point - You take 5 points of damage per tier and cannot use that attack again (save ends)

Broken Tooth - -2 to attack rolls (save ends)

Eye Strain - Blinded until the end of your next turn

Unintentional Move - Move 4 squares in a random direction and provoke opportunity attacks as normal

Winds of Change - You cannot make opportunity attacks for d6 rounds

Jam a Finger - Your target takes normal damage as if you hit - you take double that damage.

Whiff - The attack deals damage to you instead of the target

We Have A Wiener - You are stunned (save ends)

Don't Pick At It - You lose a surge

Stinging Failure - -2 to hit for d4 rounds, take 5 points of damage per tier

Muscle Tear -  Weakened (save ends)

Torn Muscle - Weakened (save ends)

Frustration - You take a -4 penalty to hit until the start of your next turn

Overextend - You provoke an attack of opportunity from all adjacent opponents

I Bit My Tug - You take ongoing 5 per tier (save ends)

Upset Tummy - You are weakened for d4 rounds

Tiring Attack - You are weakened (save ends)

Awkward Attack - You take a -2 penalty to AC for d4 rounds

Bruised Ego - You can attack no other target for d4 rounds (or until your current target is dead)

Tripped - You are knocked Prone

Fist Meets Face - The attack hits you and is a critical. Draw from the critical hit deck!

Out of position - You cannot make attacks until the start of your next turn

Wide Open - You grant combat advantage until the end of your next turn

Bleeding Fist - You take ongoing 5 damage per tier (save ends)

Twisted - You are immobilized (save ends)

Stop Hitting Yourself -  The attack hits you instead of the target

Just a Taste - Your attack hits an ally adjacent to you or the target

Over-exertion - You are weakened (save ends)

Bone Bruise - You are slowed (save ends)

Bad Headbutt - You are stunned (save ends)

Caught Your Attack - You fall prone

You can only take one move action until the end of your next turn

Got Too Close - The target has you grabbed

Battered - You take a -2 penalty to skill checks and saving throws until your next short rest

Whirlwind of Shame - Your attack deals damage to all creatures adjacent to you except the original target

Smash the Floor - You kick up dust that blinds you (save ends)

He's Sharp - You have -2 to hit (save ends)

He Bit Your Fist - Target can make a free basic attack against you

Pins and Needles - You are weakened (save ends)

Great Roar - You are deafened until healed

Head, Meet Wall - You are dazed (save ends)

Ferocious Fumble - Your attack hits and ally within reach.

Sneeze! - You are dazed until the end of your next turn

Ingrown Nail - You take a -1 to hit until you score a critical hit

Sprain - You are slowed (save ends)

Broke a Nail - You take 5 points of damage per tier and cannot use this power again until healed

Magic:

Weak-Minded Fool - Dazed (save ends)

Power Down - Dazed (save ends)

Mental Slip - You are dominated by your target until the end of your next turn

Power Transfer - Your target can use one of your encounter powers

Magical Vacuum - One zone or ongoing effect of yours is dispelled

Energy Transfer - Lose one encounter power. Your target can use this power next round.

How Did That Happen? - A stinking cloud appears in a burst 1, centered one you. It weakens, blocks line of sight and does 5 damage per tier. It lasts for d6 rounds.

Fragmented Magic - d4+2 mirror images spring up around your target. -1 to hit per image. Mirror images last for d4 rounds.

Blastoff - You are pushed d12 squares into the air (or a random direction if flying)

It's Sparkly - You are blinded until the end of the next turn

Now I See You... - Your target becomes invisible for d4 rounds

Nothing to Fear - You are stunned until the end of your next turn

This is Hard - You lose a surge

Wild Magic - Roll on the CRAZY TABLE~!

Magical Smackdown - You automatically fail your next saving throw

Cursed - You take a -4 to attack rolls, saves, skill checks until someone trained in arcana spends a standard action to remove the curse.

Electrical Feedback - You take d10 lightning damage per tier 

Magic Fatigue - You cannot use any powers for until the start of your next turn

Monster Rift - Your spell does not function normally. Rather, it summons a monster of your level, who attacks you!

Reflection - The spell intended for your target hits you instead

Arcane Fire - You take d10 fire damage per tier

Backblast - The attack hits you and is a critical! Pull from the critical hit deck!

Acidic Backlash - You take d10 acid damage per tier

Bleeding Eyes - Ongoing 5 damage per tier (save ends)

Nose Bleed - You take ongoing 5 damage per tier (save ends)

Tangled - You become immobilized until you spend a standard action to free yourself

Distance Rift - You are teleported to the nearest square adjacent to the target

Mind Drain - You are dazed (save ends)

Cold snap - You take d10 cold damage per tier

Vertigo - You are dazed for d4 rounds

Apprentice Move - Reroll attack against nearest creature (yourself included). If more than one target is the same distance away, roll randomly to determine target.

Not me, you fool - Your attack hits your ally closest to the target

Tiring Spell - You are weakened (save ends)

Side Effect - roll a d4 for a permanent random drawback:

1. Character either shrinks 6 inches (01–50 on d%) or grows that much taller (51–100). Only happens once.
2. Character's skin color changes to opposite on color wheel.
3. One Item of characters' continually emits a disturbing sound (moaning, weeping, screaming, cursing, insults).
4. Character's hair grows 1 inch longer every hour.

You Made Him Bigger - Target increases one size category for d4 rounds

Caster's Block - You cannot use this power for 24 hours

Left Reeling - You are stunned (save ends)

Spell Shield - You have a -5 to hit the target for d6 rounds

You Made Him Stronger - The target gains +2 to hit and +5 to damage for d4 rounds

Unexpected Blast - The spell effects all creatures within 6 squares of you (as if it were a close burst 6 targeting all creatures). You are immune to the effect

Jumbled Components - You can take only a move action and no other actions until the end of your next turn

You Made Him Faster - The target acts as if he/she has an action point each round for d4 rounds

You Made Him Tougher - The target has resist 5 per tier for d4 rounds

Poor Trade - The attack hits, but you lose one daily power of your choice(or encounter power, if you have no dailies left)

Why Me? - You provoke attacks of opportunity from all adjacent foes

Error! - The attack deals damage to you instead of your target

Can You Hear Me Now? - You are deafened until healed

The Magic is Gone - Yo take a -1 to hit until you score a critical hit

Hit By the Ugly Forest - You are scarred in the face and take ongoing 5 per tier (save ends)

Clatto Verata Necktie - Your attack hits the nearest ally

Weakened - You have a -2 to hit for the rest of the encounter

Power Drain - You lose one random daily power (or encounter power, if all dailies have been expended)

 

Latest Updates

 

6/16/10:

Dark Sun Encounters

We've been switching back and forth between Savage Tide and Revenge of the Giants. I've missed a number of summaries for ROTG, and hope to catch up on them soon. Current summaries are rolling out nicely.

3/18/10: Kind of hobbling along with summaries.. but made a site for the new D&D Encounters game I'm running:

Encounters

2/18/10: Behind on summaries but caught up on art!

Shackled City colored pic

Eldritch Might colored pic

Legacy of the Gods colored pic

12/29/09:

Many updates throughout the month, too lazy to post here.

Posted colored version of Savage Tide heroes

Scales of War: 60, 61, 62, 63

Revenge of the Giants: 11, 12, 13, 14

12/2/09:

Revenge of the Giants 10

11/30/09:

Scales of War 59

11/25/09:

Added a history of the Gods section on the Gods of Nyrod page

Added piles of details to the Nyrodspace Saga page

11/22/09:

Scales of War 58, added an Achievements page as well

Also added a bunch of information on Lark Yellowslad on the Rogue Mistress page. Detailed the Mysticspace campaign more fully as well.

11/20/09:

Savage Tide 32

11/15/09:

Scales of War 57

Revenge of the Giants 9

11/12/09:

Almost done with coloring The Endless Stair (to the left), a scene from the Original Nyrod Campaign

11/9/09:

Revenge of the Giants 8 with cookies & cream

Scales of War 56 posted

11/2/09:

Scales of War 55 posted

10/30/09:

Revenge of the Giants 7 - We are flying through it!

Finished Clarissa vs the Roc

10/29/09:

Trying to slowly flesh out the summaries of old campaigns while keeping current ones up to date.. I have piles and piles of papers I'm sifting through. Thinking of ordering art for Nyrodspace 2 and maybe Nyrodspace Saga (baba yaga's hut)

Moonstone Wars image colored.

Revenge of the Giants 6 is up - They are level 14 already!

10/27/09:

Scales of War Session 54 posted - Full of roper-y goodness

Made an Al Qadim page - will take a while to fill in details

Added pencil art for Moonstone War - next up is NyrodSpace War 2

Current Campaigns    

Scales of War  The Githyanki invade the world of Dracos

Savage Tide Demogorgon threatens the world of Reldain

Revenge of the Giants - They're angry!


Get a playlist! Standalone player Get Ringtones

4e House Rules

Critical Hit Deck:

3e House Rules

(From The Book of Roguish Luck) Luck Dice - Each class gets to roll to see how many luck points he or she gets each level. Each luck point can be spent to re-roll any die roll once. Luck points can be replenished by gaining a level, or as a reward on top of experience points.

(From Dragon Lords of Melnibone) Allegiance - The Gods of Nyrodspace have entered into a Divine Pact, where they pledge to not directly interfere in the mortal worlds - but rather, to encourage their own agents to act out their will. As such, when heroes and villains and adventurers who receive a certain level of renown, they are recruited by agents of the gods and given special powers. There are three forces which vie for a character's allegiance - Chaos, Law and Balance.

From this point forth, all characters will be keeping track of allegiance points. Certain deeds will give or take away allegiance points of one of the three forces. For instance, for each instance of murder, you receive one point of allegiance in the chaos column. Killing a demon will give you one point of Law. Ask me for the complete list.

Depending on which force you have the most points with, you are granted a special power from that particular force. All starting characters are allowed to give themselves 20 points in whichever force they desire. You must have 20 points of allegiance to use a power. If you accrue more points of another force, your power shifts to that power instead. The Benefits:

Allegiance to Law
: The Lords of Law assert order and logic. At it's best, it produces peace, stability and security. At it's worst, it provokes totalitarianism, rigid conformity and sterility of emotion.

Invoking the name of a God of Law (Kaylin or Set), the character can add 1/10 of their current law points to their next skill or attack roll. If this roll is a critical, the threat roll is unnecessary. The use of this power must be declared prior to the roll. This power can be used three times per day.

Allegiance to Chaos
: The Lords of Chaos desire absolute freedom. At its' best (Valinor), Chaos grants great opportunity and liberates the individuals' impulses. At its' worst, Chaos justifies cruel anarchy and selfish behavior.

An adventurer who has allied themselves with chaos may invoke the name of a God of Chaos (Valinor or Pollidemia) to cast a spell within that God's sphere of influence, even if the adventurer is not a spellcaster.  This spell must be selected by the player and then cannot be changed until he or she gains a level. This power can be used three times per day.

Additionally, once per adventure, a character can request the aid of an agent of chaos. The character must roll a percentile - if it is under or equal to their current total of allegiance points, the agent comes to their aid. But there is a 50% chance that the agent will be good, and 50% it will be evil. Either way, the agent will aid the adventurer, but there may be additional unintended consequences.

Allegiance to the Balance
: The Balance desires harmony between the opposition of law Chaos and Law. The Balance combines stability with vitality.

An adventurer allied to Balance can heal himself. He or she can either can choose to add 1/5 of his total balance points to his hit point total for that session(so if he had 50 balance points, he'd add an additional 10 hit points for the duration of the session.. or, he or she can heal himself 1/5th of his balance points as a "second wind" partial action three times per game.

Apotheosis - Once an adventurer exceeds 100 points of allegiance, they may be asked in a vision to become a servant of that force.  This vision may not come until the character has obtained 300, 600, or even 1,000 points. The adventurer must have demonstrated through the quality of conduct and aspiration that this great honor is warranted, and the force must want him or her. If the adventurer refuses the offer, points will mount as before, and the agents will continue to to woo them using bribes and temptation. Those who accept are deemed Champions of that force, and gain prestige as well as great powers:

Champion of Chaos
: A Champion of Chaos becomes invulnerable to death. When death would normally occur, he or she has two other chances instead. Roll a d20. If the roll is under or equal to their level, then the champion evaporates foully and coalesces wherever it was that they were granted apotheosis.  Coalescence takes eight days and eight nights of great pain and anguish to complete, and strips one level from the adventurer. After each coalescence, the character takes on a slightly more death-like visage and loses 1 CHA.

If that d20 roll fails, then the character transmigates to a higher plane to become the will-less companion of their Chaotic deity.

Further, the champion has  chance of communicating with their patron deity. Bargains can be struck to obtain to enhance or restore attribute points.

Champion of the Balance
:  A Champion of Balance becomes worthy to seek for Tanelorn, the city of peace. They also receive maximum hit points.

Umm yeah, we'll work on some other benefit as well.

Champion of Law
:  A Champion of Law can create one new land out of unformed chaos and assume its' rule. The new land is full of natural plants and animals, as the adventurer wishes, and my contain a small population (d6 x 1000 of one PH race) of peasants and villagers for him to rule.

In addition, the player can double the ranks of any three skills of their choosing. They also have a chance of communicating with their deity (Set or Kaylin) when the need is great.