I'm putting together a short adventure, the working title is "The Mysterious Chapel of the Knights Templar". It includes a table for generating random relics. Could be useful for any pseudo-historical / medieval setting!
The reliquaries of the Chapel house a wide
assortment of holy items. Some of them are significant and miraculous relics. Each character has a chance
to recognize one such item.
Base chance
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1-in-6
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Clerics’ base chance
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3-in-6
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Devout Christian characters
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+1
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Scholarly-types
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+1
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For every hour spent studying the inventories of the
Chapel
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+1
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All Relics count as Holy Symbols and detect as magic. For game purposes, as a rule of thumb, the “wielder
of the relic” is a single person who possesses the object (e.g. it’s not being
torn out of their hands), and is in skin contact with it (so holding it works,
but so does wearing it as pendant against bare skin). Some miraculous effects
require the relic to be visible to others or be touched by others.
Roll 1d10 three times to get the Relic, the Saint, and the Miraculous effect!
d10
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Relic
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Saint
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Miraculous effect
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1
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Skull, with red silk thread connecting the eye and
nose cavities. Belonged to…
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St. Bartho. A Crusader who was quartered by the infidels. Didn’t give up his
Faith.
|
Our Savior’s Heavy
Cross. Counts as 2 points of Encumbrance
(regardless of size or actual weight), but gives +1 to all Saves.
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2
|
Molar tooth with silver fillings. From the mouth of…
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St. Penther. A simple artisan, who did nothing special, but one day ascended
into Heaven in a pillar of light.
|
Speaking in
Tongues. Once per day, the wielder of the relic
can fall into a trance and speak in tongues. Everybody in hearing distance
can roll their Language skill (the check must be made again every time the
Tongues are heard). If successful, they can piece together some random but
useful information regarding their current situation. The trance lasts for
1d12 minutes and cannot be ended before this duration. Afterwards, the
wielder must Save against Paralyze, or remain in the trance for 1d6 days.
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3
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Piece of bloody cloth, pressed under glass. From the
garments of…
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St. Ambo
& St. Ivor. Conjoined twin brothers: one of
them was pious, one was a non-believer. Nobody remembers exactly which one
was which, so both got canonized by the Church.
|
Miraculous
Conversion. Anybody seeing the relic must Save
against Magic or wholeheartedly accept a tenet of faith uttered by the
wielder. It must be phrased as a generic “commandment”, not an exact
“command”. After 1d10 minutes, the tenet is completely rejected. Works only
once on one person.
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4
|
Small crystal vial, containing the blood of…
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St. Gomberth. A hermit who lived 133 years and could talk to animals.
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Pains of
Salvation. If any damage roll affecting the
wielder comes up as the minimum or the maximum possible value, it must be
re-rolled. The second roll must be taken.
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5
|
The heavy chains that were used to imprison…
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St. Kirlian. 8-year old boy, participant of the Children’s Crusade.
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Suffer no
Witch. The wielder of the relic senses the
presence of Magic-Users and Elves. The range of this ability is defined by
the approaching witch’s level (30’/level). The wielder doesn’t know the
identity or location of the Chaos-tainted abomination, but can taste their
approximate power. The wielder must also make a Save against Poison, or vomit
for 1d3 rounds (1 damage/round).
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6
|
Small portable icon, size of a palm. It depicts…
|
St.
Ar’qhual’aaaa. Blessed with miraculous healing
powers. Came out of the blue, spoke an unknown language, had a second mouth
on his forehead. Disappeared without a trace after saving a whole town from
the Black Plague.
|
Seal of
Purity. The wielder of the relic is considered a
pure, innocent virgin* who can do no harm by everybody. If the wielder does
something impure, harmful, or “un-virginlike”, everybody must Save against
Paralyze. On success, they realize the relic-wielder for what they are. On a
failure, they try to rationalize the act as a demonstration of purity.
* Unicorns
detect the wielder as a virgin too.
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7
|
Gilded knucklebone belonging to…
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St. Luxielle. Wife of a pagan chieftain, who became Christian, and proceeded to
convert her husband and her husband’s other wives.
|
Bringer of
Prophecies. If pulverized and consumed before
sleep, the relic brings a dream about angels, bright lights, flight and other
such imagery. The interpretation of the vision is up to the character. While
resting under the influence of the powder, natural healing is quadrupled.
Enough for 1d8 uses.
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8
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A cold iron dagger lying on a velvet cushion*. The
weapon was the implement of the torture of…
* The
miraculous power actually comes from the cushion.
|
St. Morsus. A blind man, who could talk to angels.
|
Receptacle of
Sacrifices. Anybody who touches the relic can
voluntarily sacrifice 1d6 maximum Hit points. This amount is stored in the
relic. The process can be repeated any number of times, by any number of
individuals. The relic’s maximum capacity is 77 hit points. If a person who
has already sacrificed maximum hit points takes the relic and touches any
other person or creature with it, the target heals 1d6 hit points (up to the
amount that’s currently stored). The number rolled is then subtracted from
what’s stored in the relic.
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9
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Left index finger, conserved in honey. Severed from
the holy body of…
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St. Veroni. Disguised herself as a man to join the Crusades. Killed 665
infidels, then collapsed dead at the sight of Golgotha.
|
Scourge of
the Unclean. A Cleric holding the relic turns
undead as if 1 level higher. A non-Cleric turns undead as Cleric 1.
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10
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Mummified right hand of…
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St. Migareth. A noblewoman who gave all her riches to the lepers.
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Paradise
Regained. Wherever the relic is placed, common
plants grow around it overnight in a 5’ radius. The plants are edible and
nourishing, feed up to three people or mounts, but a Save against Poison must
be each time made to avoid addiction.
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