Adventures

The Tenebrous Reliquary — d66 Items of Doom

Thirty-six accursed objects, contributed by Anders Arpi, Ben H., Dom Cohen, Ripley C., Johan Nohr, Karl Druid, Leander E., Paul Wilde, and Flora v/d B. Each is a relic, weapon, or curse-object — compatible with Powers-and-scrolls treatment but standing apart from them. Roll d66.

The Reliquary

11. Mercy's Bane

Spiked Flail (d8). Additional d6 damage to surrendering enemies. The flail knows the difference between a raised blade and an open palm. It prefers the palm.

12. Opium Hook

Metal hook driven directly into an artery (d4 damage). Grants twice the user's HP as temporary HP for 2 hours. Effect like an opiate. Toughness DR10 to resist dependency — every sober day deals damage as an infection, and DR rises with each failed attempt. Eventually the user is addicted and the temporary-HP benefit is lost. The hole never closes.

13. Plasmatic Idol

Spill blood over this profane idol while resting and roll a die.

  • Odd: spilled blood becomes red poison — Toughness DR12 or −10 HP.
  • Even: until next rest, Agility and Strength tests are +2 DR.

14. Ripper's Blade

Deals no damage but removes d4−1 Armor per hit. It does not wound flesh. It only wants the shell.

15. Roses of Winter

A nearly extinct blood-red thorny flower — not a true rose. A single petal eaten numbs the consumer to all pain for a few minutes. Damage is received normally but the eater cannot be killed or broken during the flower's effect.

16. Spine of God

A shriveled, crusty length of vertebrae, warm to the touch. The bearer attracts the poor, their intentions unknown even to themselves. Broken: the clouds part — warm sunbeams pierce the heavens for the first time in a century.

21. Snort Dagger

Disgusting dripping blade reeking of excrement and rot. Killing a goblin permanently breaks the blade but undoes the curse, freeing the creature trapped within.

22. Stone Magnet

A pair of magnetic stones that crackle and fizz when rubbed. When the square stone is near danger, the round stone glows dull orange. The stones can lie.

23. Tentacles of Zen

Shadow tendrils creep from a rusty lamp when rubbed. Presence DR14 — on success the brain struggles and breaks (−1 Presence); otherwise the tentacles take root without resistance (+1 Presence). The lamp does not care which way it goes.

24. Tyrant's Tongue

Placed in a skull's mouth, the skull stands upright and screams its last words before dying. Over and over and over again.

25. Veil of Blood

Place this crimson shroud upon an enemy's head — it tightens, chokes, strangles, and crushes the skull, drowning the torso in blood (d6 damage per round). Victims who succumb arise the next round as a Blood-drenched Skeleton, attacking at random.

26. Voodoo Fire

Eternally burning green flame inside an oil lamp. Smashed, the flame spreads with the scattered oil — d4 fire damage on impact. Can only be extinguished by the tears of SHE.

31. Volt Thrower

Ancient javelin of unidentifiable charred and pitted metal (d6 damage). On a critical hit a lightning bolt strikes the javelin for an additional 2d10 damage, not reduced by armor. On a fumble the lightning strikes the wielder before the javelin is released. Use indoors is cautioned.

32. War Starter

Heavy metal round shield emblazoned with a bright crimson pattern. Anyone looking at it tests Presence DR14 or is provoked to attack its wielder.

33. Zodiac Lung

Pressing this blackened organ to the chest absorbs it, leaving fetid scars and pustules. The user may breathe underwater, provided the water is unclean. After an hour of submersion, the user may expunge the filth as writhing sludge dealing d4 damage to the closest target.

34. Cup of Peace

A beautiful ceremonial gold-and-silver cup. Drinking from it triggers a Toughness DR16 or the drinker dies of acute poisoning. There is no second sip.

35. Dust of Paradise

Fine pale-white ashes in a void-black pouch. Anyone inhaling rolls Presence DR14 or is lost in visions of a long-lost pleasant world of joy and mirth, lasting d6 minutes or until damaged. The transfixed cannot act, perceive, or respond in any way to the real world.

36. Ebony Tears

A vial of black liquid. On contact a living creature tests Presence DR14 or is overcome with grief — immediately failing a morale check in combat. Outside combat the affected acts as if indifferent, unable to attack as it struggles with despair for 3d10 minutes.

41. Eye of Horus

Placed upon the forehead, the eye grants vision into the abyss at a price. When checking for traps, you see your grisly death from a less-careful timeline and may better find a workaround. Overland travel is mired with difficulty as you wade through the corpses.

42. Finger Paintings of the Insane

Slick oily paints, forever wet upon an old wooden palette. Those touching any colour test Toughness DR12 or lose themselves for a minute painting the nearest surface with heretical imagery. Marking scroll text with the paint imbues it with those lost to the pigments' souls — −d4 from the Presence test to cast.

43. Flower of Disease

Seeds for a rapidly spreading thorny weed with a poisonous aroma. Can swallow a small village in two days if not fought. Weak against boiled oil. Fire does nothing.

44. Foehammer

Cursed warhammer (2d6 damage) whose wielder develops a new grudge with a random person daily, lasting until Foehammer caves their head in. Neglecting a grudge for too long counts as an infection.

45. Cauldron of Lies

Beverages cooked in this cauldron and shared allow all imbibers to recognize when another is lying for a month. Used in cults and secret societies to single out traitors.

46. Cursed Tongue of the Naga

Putting this long forked tongue into a skull pushes the skull upright, screaming bloody filth while running about on each tongue-tip.

51. Chaos Blade

Zweihänder dealing 2d8 damage. On maximum damage the Power Death is cast.

52. Chains of Death

A set of frigid black manacles. If you die wearing them, they unlatch, ensnare your killer, and drag them to another world before vanishing.

53. Claw of the Sloth

Dagger (d4 damage). On a 1, attack and defense DR against that target are −2 next round. If DR reaches 0 the target is frozen in place, permanently.

54. Blood of the Serpents

Green-red liquid, highly acidic and poisonous. Turns blood neon-green and spreads through bodily liquids. When the infected is attacked, the attacker tests Agility DR12 to dodge a spray of blood — reduces Armor one tier and transmits the condition.

55. Crown of Burning Stars

Adds Omens equal to the number of Miseries that have transpired to each character's pool. Miseries now occur on 1 & 2.

56. Book of Oblivion

Sentient black leather tome with blank pages. With Presence DR12, a creature permanently transfers knowledge — a thought or a memory — to the book, forgetting the thing transferred. On failure the book takes something extra. You can learn anything the book previously absorbed in exchange for something you don't want to give it.

61. Antlers of Lightning

A crackling mantle. When reading any scroll, flip a coin. On Heads, the scroll's effects are replaced by Nine Violet Signs Unknot the Storm. Upon the wearer's death, lightning rends the flesh from bone, leaving only the mantle.

62. Eyes and Teeth

Replace d10 missing teeth and d2 eyes. Toughness DR14 or rejection causes infection. Effects of new eyes/teeth (d4 each):

Eyes (d4):

d4 Effect
1 Wandering. DR +2 to ranged attacks.
2 Morbid Visions. Every rest, share your nightmare with the group.
3 Let there be light! (no ill effects)
4 SIGHT BEYOND SIGHT! Test Presence DR10 for eyes to twitch in danger's presence — it's not YOUR eye though, it can lie.

Teeth (d4):

d4 Effect
1 Toothache. DR +2 to Powers' Presence roll.
2 Functional but hideous.
3 You got teeth! (no ill effects)
4 FANGS! Gain bite attack (d6 damage); on 1–2 an enemy gets a free attack.

63. Black Candles

When lit, the jet-black flame flickers toward the greatest threat within a mile (or kilometer).

64. Robe of Bones

This lumpy cape rattles in the wind. Once daily, the wearer may stare blankly at a humanoid creature as the cape guides their hands. With a fold of the robe, the target tests Toughness DR13 or a random limb's bone snaps soundlessly as the robe crackles.

65. Ash of the Mind

Smear a sigil onto one's palm and touch another sentient being to read their thoughts. Their Presence DR12 test, or their thoughts become yours.

66. Bowels of a Baby Killer

Take the bowl and drape the entrails over you, gaining a monster's scent. Evil creatures must make a DR14 check when attempting to discern your location. Should they fail, you pass by unnoticed.


Connections

Powers, SHE (tears extinguish Voodoo Fire), Blood-drenched Skeleton (Veil of Blood victims rise as these), Calendar of Nechrubel (Crown of Burning Stars accelerates Miseries), Death (cast on Chaos Blade max damage)

Gaps / Expansion Notes

Several items reference world-events implying lore beyond the line — "the first time in a century" (Spine of God), "the tears of SHE" (Voodoo Fire), the "another world" where Chains of Death drags killers. The d66 numbering suggests room for entries 11–16 / 21–26 / etc. in the gaps — homebrew expansion is invited by the table's own shape.