Wednesday, January 31, 2018

The Alphabet of Outer Beings - R is for Relics

R is for Relics

Relics can take many forms, from items of significance to preserved body parts, each has special significance, and possibly power, to the followers of a god or patron. These relics are often easily identifiable to the faithful or the service-bound but not always. Some may have intrinsic value in materials, historic value, or even value as items of power. Consider the Ark of the Covenant, the Shankara Stones, or the Holy Grail. Consider the Hand and Eye of Vecna, the One Ring, and possibly Excalibur.

For each relic roll once on each of the following tables.

Table R1: Reason for Relic Status
  1. Item belonged to the Outer Being. Proceed to Table R2.
  2. Item belonged to a saint, grand wizard, or other revered follower of the Outer Being. Proceed to Table R2.
  3. Item received a powerful enchantment or blessing marking it as a relic. Proceed to Table R2
  4. Item was formed from a body part of the Outer Being. Proceed to Table R3.
Table R2: Relic Item
  1. Preserved body part of a former follower. Proceed to Table R3.
  2. A weapon.
  3. Jewelry.
  4. A worn item.
  5. A symbol of the Outer Being (see also H is for Holy Symbol). Proceed to Table R7.
Table R3: Preserved Body Parts (roll 1d20 then proceed to Table R7)
  1. Finger 
  2. Toe
  3. Hand 
  4. Foot
  5. Forearm
  6. Entire Arm
  7. Lower Leg
  8. Entire Leg
  9. Humorous
  10. Femur
  11. Preserved head 
  12. Skull
  13. Crystallized Eye 
  14. Dried tongue
  15. Leathery ear
  16. Alchemy preserved still beating heart
  17. Scalp with hair
  18. Section of skin with a unique tattoo
  19. Entire Skeleton
  20. Mummified corpse
Table R3: Weapons (roll 1d10 then proceed to Table R7)
  1. Dagger
  2. Short Sword
  3. Longsword
  4. Mace
  5. Staff
  6. Flail
  7. Battle Axe
  8. Hand Axe
  9. Shield
  10. Greatsword
Table R5: Jewelry (roll 1d20 then proceed to Table R7)
  1. Simple copper ring
  2. Plain silver ring
  3. Jeweled silver ring
  4. Plain gold ring
  5. Gold signet ring
  6. Jeweled gold ring
  7. Bronze amulet
  8. Silver locket
  9. Jeweled necklace
  10. Gold necklace
  11. Bead bracelet
  12. Iron torc
  13. Copper bracer
  14. Simple leather thong with ... something ... threaded onto it
  15. Woven leather headband
  16. Golden crown
  17. Skull and feather necklace
  18. Carved amethyst ring
  19. Carved jade hairpin
  20. Turquoise diadem
Table R6: Worn Items (roll 1d10 then proceed to Table R7)
  1. A fine cloak
  2. A ragged cap
  3. A dented steel helm
  4. Immaculate scale mail armor
  5. Chainmail formed from a blood red steel
  6. A mantle of strange green fur
  7. A short cape seemingly woven from starlight
  8. A scarf of black velvet
  9. A pair of gloves made from a monster's hands
  10. A pair of boots that look like lead but feel like wool felt
Table R7: Relic Powers (roll 2d6-1)
  1. Cursed fragment of the Outer Being's power. The relic contains a fragment of the great power of the Outer Being but is is twisted and cursed. A wise servant will appeal to the Outer Being to reclaim the tainted power and (with luck) cleanse them of the curse.
    1. Clerics lose 1 die step when casting through the relic item. Additionally the Cleric's disapproval range does not reset each day while under the effects of the cursed relic, only via proper penance may they reduce their disapproval.
    2. Wizards (and elves) lose 1 die step when casting Invoke Patron, and any Patron Spells through the Relic. They must also Spellburn 1 point to cast these spells without any resultant benefit. 
  2. Power Battery. The relic is a power battery of sorts. Roll 1d20. The relic stores this result and at any time the bearer of the relic may exchange their die roll with the roll stored within the relic. 
  3. Weird power. The relic contains a strange and unique power. Referees should generate this strange an unique ability however they see fit.
  4. Solidified spell. The relic is the physical form of a spell. Once per day the relic may be sacrificed to cast the spell as a 1st level Cleric or Wizard after which the item vanishes only to reappear in the possession of the owner at dawn (50%) or dusk (50%). Roll 1d3 to determine the level of the spell, and then randomly roll to determine the spell contained.
  5. No power. The relic is an item of mundane significance to followers of the Outer Being.
  6. No power. Also it's a fake. The relic is worthless to anybody but the most foolish.
  7. No power. The relic holds no power of it's own but is key to unlocking secret knowledge of the Outer Being if properly researched or meditated upon.
  8. Lucky item. The relic contains a strand of Fate. It acts as a point of luck that replenishes every day at dawn or dusk (50%/50%) that the bearer of the relic can spend as normal.
  9. Favored item. The bearer of the relic gains a bonus of +1d3 (rolled at each use) on appropriate spell checks (Cleric spells and abilities, Wizard and Elf uses of Invoke Patron and Patron spells)
  10. Spell sink. The bearer of the relic gains a bonus die step on any saving throws against spell effects as the spell's energies are drawn into the relic. 
  11. Minor phylactery - the relic contains a minor portion of the deity's or patron's own soul. This item allows the holder to channel power directly from the Outer Being with greater efficiency. 
    1. Clerics gain +1 die step when casting through the relic item. Referees should roll 2d3 secretly when this item is created. Each time the Cleric receives disapproval when casting through the Relic this number is decreased by 1. When it reaches zero the Deity arrives to retrieve the phylactery. They may not be pleased with the Cleric.
    2. Wizards (and elves) gain +1 die step when casting Invoke Patron, and any Patron Spells through the Relic. When doing so any failed result garners the wizard (or elf) automatic Patron Taint regardless of the roll, and in addition to whatever normal cost of failure they would receive. 

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