The Miracles of the Gods of the Dragon Wives

A god is a gifter of miracles, just as a king is a gifter of rings. Those who live in the Heaven Bless'd & Burned are fortunate enough to always have their deity's attention, and thus miracles are bountiful to those in need.



First, of the many gods that you know exist, choose one as your patron. This is the god that you love the most--who means to you something greater than the others. For the Heaven Bless'd & Burned, this means choosing one of the following gods: Blood Dream Xoash, Ereshteteo Who Annihilates, Half-Sun Sintotec, Gatekeeper Metamm, Veiled Weeper Allalotl, or, if you're a heretic, Tiamat. 

Because miracles only come when we are desperate for them, they only trigger in certain conditions. Those are:


  • Failing 5 skill checks in 1 session of play.
  • Rolling a 1 on a d20 three times in 1 session of play.
  • Being reduced to 0 hit points.
  • Having everyone in your party other than you be reduced to 0 hit points.

If any of these conditions are met, you can choose to roll 1d6. This is called a miracle die. You do not have to roll it the moment one of these conditions is met, but you cannot roll it a session after a condition has been met. On a 6, a miracle is performed by your patron god. At level 6, this miracle die becauses a d8, and at level 9 it becomes a d10. As long as you roll a 6 or higher, the miracle is performed.

Once a character has experienced a miracle, they must roll a number higher than what they originally rolled for another one. So if you roll a 6 on your miracle die, you must roll a 7 on the next--which means if you are below level 5, there will not be a miracle until you've at least hit level 5.

Each god can weave 1-3 miracles. If a choice must be made, than the Referee decides which miracle is performed. Feel free to create your own miracles to add to these below.

MIRACLES & THEIR GODS

BLOOD DREAM XOASH

An Omen of Blood. A stigmata bloodily appears on your hands and arms. Even if your character cannot read, they can read the bloody heliographs appearing on their skin. The message is cryptic but divine without doubt. Once read, roll all dice for skill checks or d20 rolls twice and take the better number until you fail a roll, for the Omen foretells many victories but also eventual loss.

Nightmares Bless'd. You vomit blood. From this blood arises a creature that has taken on the form of your foes greatest nightmares. As long as they can see this creature, they will be tormented by thoughts of it destroying them, and thus suffer 1d6 damage every turn until they have fled. The creature will make no moves, nor no sounds, and will follow them until destroyed. It has an AC of 10 and 6 hit dice.

ERESHTETEO, WHO ANNIHILATES

The Extinction of All Things That Exist. Ereshteteo throws her macahuitl an impossible distance. It falls like a meteor on top of your foe. Everyone within 1 mile of your foe, including you, must save vs magic or be turned into dust and struck from memory. Her miracle is one of obliteration, and is not to be asked for without a desire for suicide and utter hatred for all that you see.

HALF-SUN SINTOTEC

The Half-Sun Rises. The half-sun moves through the sky at speeds all too fast. As it does so, those that you claim to be your foes are burned alive by brilliant sun rays, taking 1d10 damage per turn for 10 turns. Sintotec is a warrior god who will defend his people at all cost.

The Half-Sun Mourns. Your left hand is gilded. Dripping from it is molten gold. This gold, if consumed, cleanses one of all Radiance, diseases, and poisons, and seals 1 wound shut (allowing one to roll a hit die and regain that many hit points). There is enough gold produced for 1 person. Sintotec will gild those who ail, and turn them into warriors.

The Half-Sun Arms. Heliographs detailing Sintotec's many campaigns against dragons etch themselves across a weapon of your choice. This weapon is now magical, and when it deals damaged, roll your miracle die. On a successful roll, your damaged foe is turned into solid gold.

GATEKEEPER METAMM 

Door to Babel. Your shadow turns red and stretches out across a vertical surface. For 1 Moment, your shadow becomes a doorway to sanctuary. This is a place atop some distant opal mountain, where the sky is blue and a crater lake gleans pure white. After 1 hour, your shadow turns red again, and you must enter into it and leave or else die. The Gatekeeper knows of many doors, but all must be exited as they are entered.

VEILED WEEPER ALLALOTL

Weep My Child. All that can see you begin to weep as they feel the same saddness you feel, and the same sorrow as your goddess. Their tears will become butterflies as they fall from their faces, and they can take no actions nor make any movements until the weeping has ended after 1d10 minutes. Allalotl mourns, and we all must mourn with her.

Veil of Eulogy. You put your hand into your face and pray to the Veiled Weeper. The Half-Sun will go dark and no one around you for 1 mile will be able to see. As long as they cannot see, they do not have the will to fight, and will leave the area. Bloody footprints will mark their passing. Veiled Weeper Allalotl has seen enough death, and wishes for you to depart so that she does not need to mourn another loss.

TIAMAT

Radiance Bless'd. A great Radiance Aurora appears in the sky, visible for 10d10 miles around. While underneath this aurora, everyone's Radiance scores will grow instantly to 1 below their maximum. 

Reborn At Last! A great meteor will strike you--a chunk of moon that has not yet fallen. From the crater you will emerge as an adult dragon, powerful and disgusting. If you are a PC, you lose your character, and the Referee now controls them.

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