Posts Tagged ‘ Catholic ’

Daily Bread

And it came to pass, that as he was in a certain place praying, when he ceased, one of his disciples said to him: “Lord, teach us to pray, as John also taught his disciples.” And he said to them: “When you pray, say….” (The Gospel According to St. Luke 11:1-2)

Daily Bread
Spell Level: Cleric, 3rd Level
Range: Touch
Duration: 1 day

The Cleric casts Daily Bread on a common loaf of bread, breaking the bread during the invocation. The Cleric may then distribute the blessed bread to six people, plus one additional person for every two levels after 6th level the Cleric has earned. The effects of the bread depend on the recipient’s alignment:

Lawful: The bread cures 1d6 hit points of damage. For the remainder of the day, the recipient enjoys a special blessing. Up to three times, the recipient may call upon this blessing to receive a +1 to any attack roll or saving throw.

Neutral: The bread cures 1d4 hit points of damage. For the remainder of the day, the recipient enjoys a special blessing. Once, the recipient may call upon this blessing to receive a +1 to any attack or saving throw.

Referees who have a specific pantheon of deities for their campaign worlds are encouraged to tailor this spell’s object of blessing and effects using the above effects as a guideline. For example, a Chaotic Cleric devoted to a god of slaughter might bless a cup of blood that cures Chaotic recipients and grants a +2 bonus to damage three times per day.

July 25th, 2016  in RPG No Comments »

Sacred Places

In those days, the Lord appeared to Abraham by the oaks of Mamre as he sat at the door of his tent in the heat of the day. He lifted up his eyes and looked, and behold, three men stood in front of him. (Genesis 18:1-2)

When the divine appears to a person, that person experiences a theophany. Ancient literature, such as the Illiad, and ancient religious texts, such as the Book of Genesis, describe such experiences, which take a variety of forms but always lead to an important change, event, or revelation. Thus, as the story of Abraham quoted in part above continues, Abraham is told that his wife Sarah will give birth to a son.

The site of the theophany itself may take on new signifance as it marks a place where the sacred and the profane touched, transforming the latter into a place set now apart from the normal. For example, near modern-day Hebron, the Oak of Mamre, reportedly 50 centuries old, stands at the site said to be where Abraham welcomed three visitors from Heaven.

Such sites attract pilgrims, many of whom journey with specific intentions, such as hope for healing for themselves or a loved one. Often, these sites become the focus of a group of believers, and then a larger community that may include residents whose motives are primarily related to just making a living. Not everyone can live a life solely devoted to prayer or contemplation. Someone has to do the laundry and grow the food, and the larger the community around or near a sacred site, the more varied the motives of people in the community become. The city of Jerusalem is perhaps the most famous example of a community with a complex, rich history that attracts pilgrims year-round.

The inclusion of sacred pilgrimage sites is a good way to inject some verisimilitude into a campaign. Even in our postmodern age, where what appears to be a distressingly large number of people think that divine favor or good fortune can be curried by liking and/or sharing pictures on Facebook, the attraction exerted by sacred places ought not be too difficult to understand. Wars are still fought over holy places, and people still shed blood in the streets in defense of ideals that, while not necessarily religious, are clung to with religious fervor.

The potential for conflict, and the resulting adventure, grows when a site’s significance acquires various interpretations that conflict with each other, as when the persecution of Christians and destruction of Christian holy places in Jerusalem by the caliph of Egypt helped motivate Christendom into the First Crusade. Translate the events of the First Crusade into a swords-and-sorcery campaign and a GM at least has a dynamic backdrop against which his players’ characters adventure.

To this backdrop, add sacred places that ought to be important to the party’s religiously motivated members. What does the party’s cleric of Olidammara do when the local ruling hierarchy of Wastri decides to suppress all music that does not sing the praises of the Hopping Prophet? What happens when the faithful of Merikka take action against the planting rites of Sheela Peryroyl right under the nose of an adventuring cleric of Yondalla?

And, of course, don’t neglect putting some thought into specific game effects or events attached to the site of a theophany.

Six Things That Might Happen at a Sacred Site
1: A cleric of suitable alignment or faith receives an extra first level spell for the day.
2: A character of suitable alignment or faith is cured of an illness or freed from a curse.
3: Someone sleeping at the site receives a prophetic dream.
4: A pilgrim who possesses useful information or skills may help the party.
5: A divine messenger, probably in disguise, requests the party’s help.
6: A gang with reason to dislike what the site represents shows up to cause trouble.

July 18th, 2016  in RPG No Comments »

Samaritan’s Salve

But a certain Samaritan, as he journeyed, came where he was: and when he saw him, he had compassion on him, and went to him, and bound up his wounds, pouring in oil and wine, and set him on his own beast, and brought him to an inn, and took care of him. (The Gospel According to St. Luke 10:34-35)

Samaritan’s Salve, most often found in small jars no more than three inches in diameter and an inch deep, appears to be nothing more than common medicinal ointment sold by apothecaries in most towns. When applied to the injuries of a stranger or an enemy, the Salve’s marvelous, full properties are revealed.

With a stranger or enemy, applied to the poisoned or infected wound, or when administered internally, one application immediately negates any poison or disease. A single application also heals 1d4+8 points of damage. When applied to an ally, the Salve permits a new saving throw against poison or disease, and its healing effects are halved. A jar of Samaritan’s Salve usually has five applications, and 1d3 jars may be found.

July 11th, 2016  in RPG No Comments »

Mantle of the Prophets

“He took up also the mantle of Elijah that fell from him, and went back, and stood by the bank of Jordan; And he took the mantle of Elijah that fell from him, and smote the waters, and said, ‘Where is the LORD God of Elijah?’ and when he also had smitten the waters, they parted hither and thither: and Elisha went over.” (2 Kings 2:13-14)

The Mantle of the Prophets appears to be nothing more than a normal cloak of the sort worn by many people, especially to keep warm during the night or during chilly weather. In truth, the Mantle is a powerful Lawful relic once worn by at least two of the holiest of the People’s prophets. When worn by a Lawful Cleric who has been chosen by the Lord, the Mantle serves to channel divine power through the wearer in order to demonstrate the power and majesty of the Lord. The Mantle has had the following reputed powers:

1. Once per day, create highly nourishing food and clean, fresh water in sufficient quantity to provide for 27 human-sized creatures for a full day.

2. Once per month, permit the wearer to Raise Dead (as the spell).

3. Once per week, permit the wearer to Control Weather (as the spell).

4. Once per day, the wearer can call down a column of holy fire. The column is 10 feet in diameter and 30 feet high. It inflicts 6d8 points of damage on creatures caught in its area of effect. A successful saving throw halves this damage.

5. Once per week, permit the wearer to Part Water (as the spell).

6. Once per day, the wearer can summon a bear to fight his enemies. The bear arrives in 1d4 rounds, and it serves the wearer for 1 hour or until killed. Use standard bear statistics as the base, but the animal summoned by this ability has no fewer than 5 hit points per Hit Die, and it enjoys a +1 bonus on attack rolls.

July 1st, 2016  in RPG No Comments »

The Skull of Good King Vaclav

Good King Vaclav was the son of Stanislaus I, the penultimate king of Hemiboa. His grandfather, Boris I of Hemiboa, was converted to the Via Lucis by Saints Cyril and Methodius. Vaclav’s mother, Dragoríma, was the daughter of a pagan tribal chief, but she was baptized into her husband’s faith at the time of her marriage. Vaclav’s paternal grandmother, Dulmila of Hemiboa, oversaw his education, Vaclav excelled as a scholar and at an early age was sent to the college at Weisblud.

When Vaclav was thirteen, Stanislaus, who had become king just a few years before, died and Dulima became regent, a move which enraged Dragoríma so much that she arranged to have Dulima murdered by assassins. Reportedly, these killers strangled Dulima with her veil. After this, Dragoríma assumed the role of regent, and immediately initiated measures against the Via Lucis. When Vaclav came of age, he wrested control of the government from his mother and countermanded the persecution of the Via Lucis. Vaclav had Dragoríma exiled, and then went on to put down a major rebellion led by Duke Mouřik, one of his wicked mother’s paramours.

Eleven years into Vaclav’s reign, a group of nobles allied with Vaclav’s younger brother, Boreslav, plotted to kill Vaclav. Boreslav invited Vaclav to the celebrate a holy day with a feast. Three of Boreslav’s lackeys attacked Vaclav during dinner, stabbing the young king several times before Boreslav ran Vaclav through with a lance. The kingdom fell into civil war shortly after Vaclav’s murder. Even now, Hemiboa remains fractured and unstable.

Vaclav was widely hailed as a martyr saint almost immediately after his death. Although Boreslav tried to dispose of the body in the wilderness, followers loyal to Vaclav retrieved the corpse and hurried into a Weisblud, which has since become the center of Vaclav’s cult. Vaclav’s skull ranks chief among the saint’s relics. For decades, it was kept under guard in Weisblud’s cathedral, but just a few years ago thieves stole it. Vaclav’s skull remains missing to this day.

All manner of stories surround the lost relic. Some claim descendants of Boreslav paid to have the skull taken, and that these evil scions use the relic in profane rituals. Other tales say the thieves were killed crossing into the Recondite Frontier and that the skull was lost in a rain-swollen river. In and around Weisblud, the most common legend holds that the skull vanished when the thieves left the city with it. Angels took the skull up into the mountains above Weisblud, hiding it in a cave. When a time of great evil befalls the city, Vaclav himself will descend from Heaven, take up his skull, and lead an army of the righteous dead to reunify Hemiboa and place a rightful heir on the throne.

In the hands of a faithful cleric of the Via Lucis, the Skull of Good King Vaclav acts as a bronze horn of Valhalla. Evil characters who so much as touch the skull lose 1 full experience level, dropping to the lowest possible number of experience points to hold the level. If the evil character is a cleric, he must also atone in an appropriate manner; until then, he cannot cast cleric spells higher than 1st level. The Skull is rumored to have other powers as well, which may be chosen from Artifacts and Relics Powers/Effects Tables (see pages 162-164, Dungeon Masters Guide). The Skull of Good King Vaclav reportedly has these powers/effects: Minor Benign Powers x2, Major Benign Powers x1, Minor Malevolent Effects x2, Major Malevolent Effects x1, and Prime Powers x1.

April 26th, 2016  in RPG No Comments »