Rimmisk (LN male human Ftr16/Clr2), one of the many adventurer monarchs
of the Border Kingdoms, hired Jhaurmael to create the drifting portal,
which is one of Jhaurmael's first portal creations. Rimmisk was a latecomer
to the worship of Helm in his life, but he took to the faith with all
the uncomfortable zeal of a recent convert. He had recently decided to
settle in the Border Kingdoms and stake his kingdom as a new staging ground
for Helm's protection of the poor, weak, and young.
security precaution, Glethsheven wanted to separate his visitors strictly
by moral outlook. So, he commissioned the portal-master to build
a variable portal in his front door that would have eight different
exits depending on the user's alignment. Those who lived their lives with
more emphasis on chaos or evil were placed under tighter security (read:
the dungeon), while those whose alignment agreed with his were ushered
into comfortable guest chambers.
Jhaurmael could easily accomplish the task. At the time, however, the
job was too much for him. His pride kept him from realizing that the job
was above him, so he forged ahead, confident that he could solve whatever
complexities came up. Indeed, when he believed he had done the job, his
demonstrations worked flawlessly. So, the sorcerer accepted his payment
and went on his way. Several months later though, a visiting druid found
herself swimming in the mineral waters of the Lake of Steam after dropping
by for a visit. Something went wrong.
of a portal with planned, specific destinations, the portal's
exit drifts randomly through a pattern of exit points. Those who step
through find themselves in a different place -- sometimes scores of miles
away and sometimes only a few feet apart.
users of lawful neutral or lawful good alignment are teleported 20 feet
forward into the building -- just past the entryway to a welcoming antechamber.
Those of other alignments suffer less predictable fates. When a character
of a differing alignment steps through the portal, roll 1d8 and
consult the table below to learn the fate of the traveler.
teleported to a shallow section of the Lake of Steam (only
a few dozen feet deep).
to the keep's dungeon, 50 feet below.
to the keep's dungeon, 50 feet below, but user's clothes and
items remain at the door; the portal acts a creature-only
several miles away into another ruler's land.
succeed at a Will save (DC 24) or be affected as a hold monster
spell cast by a 20th-level sorcerer.
| User teleported
10 feet back and 100 feet up.
to the temple of Helm in Waterdeep.
the portal malfunction table on page 61 of the Forgotten
Realms Campaign Setting book to determine what happens.
Any percentile roll over 50 teleports the user 20 feet ahead
into the antechamber as if the user were lawful neutral or lawful
who looks through the portal with the analyze portal spell
sees the "default" setting of the entryway 20 feet ahead, just
as if a lawful neutral or lawful good creature stepped through.
some time after Jhaurmael installed the portal, Glethsheven disappeared.
No one knows how or why. Maybe the portal backfired on him, or
perhaps he died in one of his crusades for Helm. Either way, his keep
still stands with the portal -- and several other magical security
measures -- still in place.
to Incorporate the Drifting Portal Into Your Campaign
- If Glethsheven
has disappeared recently in your campaign, the church of Helm might
send the PCs to investigate his disappearance. The last time anyone
heard from him, he was in his keep in the Border Kingdoms.
- A beholder unceremoniously
appears in the temple of Helm in Waterdeep. The PCs are in the area
when they hear the shrieks and calls for help. Afterward, the clerics
ask for the PCs' continued help in making sure nothing else shows up
- It has come to
Jhaurmael's attention that his portal has gone horribly awry.
He thinks this is an awful representation of his art and would like
to see it removed. He gives the PCs a scroll of gate seal and
sends them off to the Border Kingdoms to quietly put the portal
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