Relic hunt.

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Hi allI need some help. I'm planning to run a campaign which is going to be a relic hunt.There are going to be 6 relics, all symbolic of the 6 stats (STR, CON, DEX, INT, WIS, CHA). These relics boost each of these stats and combine all 6 and it creates the ultimate class.Now the bads are after these relics (for obvious reasons) and the party needs to get them before they do.Now here's the problem, the relics are not intended to be used by the party and I need a good reason, and to police it.
Also, any ideas on what these relic could be, would be much appreciated. Each relic should be symbolic of the stat they boost.
A recurring theme of powerful items not intended to be used by the "good guys" is that using it/them will corrupt and/or destroy if used for too long.  The "bad guys" don't care about such things, but the "good guys" do.  An example of this, I recently caught the episode of "Charmed" where Billy finds a belt in FBI cold case storage, puts it on, and goes all feminazi - she causes a fight between the guys and gals in her class, she turns the sisters against men too, etc.  By the end of the episode she is going to die from the overload if the belt is not removed.

There is also the probability of putting a HUGE target on your back - ala the one ring in the LotR trilogy.

In most basic terms, if used for too long or too many times a curse on the relics drives the user(s) insane, or sucks the life out of the bearer, etc.

As for ideas as to what the relics could be...in 3.5 at least, each ability score is increased by a specific item slot: Bracers of Dexterity, Gauntlets of Giant Strength, Periphant of Wisdom, etc.  So maybe the relics are supercharged versions of these more common magic items.  Or maybe mix and match to twist it up - the tiara/crown that would normally improve charisma is the relic of strength .

 

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Are you really "entitled to your opinion"?
RedSiegfried wrote:
The cool thing is, you don't even NEED a reason to say yes.  Just stop looking for a reason to say no.

If the relics are not realy item the PC would use...  a painting or mirror that hangs on a wall, a large skull of some beast, a brain in a jar, a goblet... maybe the only way to "use" them is some bizarre ritual that binds some aspect of the relic into the person.  


There may also be a ritual to unbind the aspect from a person, but once someone has bound them all to themselves it cannot be undone.


TjD

The relics are simply inert until some time later when you are ready for them to be able to use them. Perhaps after a lost ritual is rediscovered or a particular alignment of the sun and stars. This still makes the relics and keeping them out of the hands of the villains important (get buy-in here) because if they have them when the Grand Conjunction occurs, then bad times. Until that time, they're just cool McGuffins with no powers mechanically.

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The relics are simply inert until some time later when you are ready for them to be able to use them. Perhaps after a lost ritual is rediscovered or a particular alignment of the sun and stars. This still makes the relics and keeping them out of the hands of the villains important (get buy-in here) because if they have them when the Grand Conjunction occurs, then bad times. Until that time, they're just cool McGuffins with no powers mechanically.



I vote this as well. If you don't want them to do anything for the PCs, don't have them do anything mechanically. If the PCs want to use them, they'll have to unravel the mystery behind them, which might take all of 30 levels to do anyways. No worries about PCs having uberkeys at 30th level in the final fight after all.

Happy Gaming
i think it would be better if each of the relics had some history attached to it
like a crown that was worn by the dark king when he vanquished some random civilisation but eventually drew him to go insane

also might just be personal taste but i usually add downsides or curses attached to items that give a lot of power 
Lets say that these 6 items were made by a group of evil gods, demigods, elementals, or some other simalarly powerful beings. All of these gods gained knowledge of a prophecy that even greater being, a god of gods, that had not yet come into existance would be born. These evil gods vowed to serve this being and hassen his/her/its birth and they each made a artifcat that would be given to this dark being as gifts and signs of their loyalty. In side of each item the gods embeded a portion of their "soul" (like a horcrux from harry potter kind of thing) when the other gods found out about their plans to bring about this terrable evil they struck out against them and destroyed the evil gods but before they were defeated each of the 6 gods cast their artifact into the material realm where the other gods could not go and bound them together so that no one of them could be destroyed unless they were all destroyed simaltaneously. Thus prevented them from being utterly vanquished. 

The players are then sent by the gods to collect these artifacts so that they can be destroyed. They have been warned by the gods that the use of any of these items could allow the creator of that artifact to possess them. If they are all combined or used by the same person at the same time it will cause this greater evil to be born which will of course be the end of life as they know it and ushering in an era of unending suffering blah blah blah you know the rest.
You could add that the items are indeed usable, but on their own they are so inbalanced that they are completely useless.

For instance, the item of dexterity could cause the user to becomes extremely compulsive about anything at all that requires dexterity with no control over what that is. They may mindlessly sit flicking knives so that they balance on their tip over, and over, and over.

The item of wisdom could cause them to almost shut down, going into a sort of meditative coma where the complex questions of the world seem like adding 2 +2, but as soon as the item is removed they cannot remember the answers and feel as if it's just on the tip of their tongue.

The item of charisma could cause cause them to become so charming that people begin to fight over them or that they need to do their utmost to be liked by everyone around them.

If more than one item is used they'd battle eachother for dominance and potentially burn someone out.

The essence being that it is only possible to use the power when all of the items are used at the same time, balancing out eachother as they increase the states evenly.

It also allows the items to be used in extreme situations where there feels like there is no other option. This would give the players the idea of how valuable they are will still keeping the items dangerous and illusive.

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