My PCs are always coming across hieroglyphs, runes or
frescos when they explore ruins. As a GM, I use these to reveal a bit of
that epic backstory that I have written (or am making up on the spot), to help the Players (and PCs) to make sense
of the ruins and its place in the game world, and to foreshadow the dangers
(and rewards) that might be found.
But these are also ancient (and valuable) works of art. When real-life looters stripped ancient sites (and, later, museums) of their treasures, it
wasn’t just the gold they plundered. On occasion, it was aspects of the very
structures that were taken as loot; statues, columns, masonry of artistry and
significance. There is no reason why the PCs in a fantasy RPG should not take
the same approach.
These marbles are powerful and valuable objects, even though Hermes and Dionysos (the seated figures with their backs to each other) are not real. In a fantasy RPG these depictions of Gods, myth and legend can not only be true, they can be imbued with the magic of these Gods, myths and legends.
Carved into a wall, the PCs come across the Epic of the
Ur-Men, a history of the First Age of Man ‘written’ in a confusing mix of carven
images, metaphorical pictographs, and letter-like runes. It is stunningly
beautiful – its aesthetic value alone would bring an expedition profit – and
scholars would sell their souls for the opportunity to study and interpret the
images, but it is also of great political significance. The lord or city who
possess this artefact can assert a link back to the dawn of human existence, to
the mythical heroes who challenged and threw down the very Gods.
The only problem is getting the Epic back to civilization.
Intact. Removing the required section of the wall will require the skill of at
least 2 master masons and a 3d4 journeymen. Loading and transporting the wall
will require 4d4 labourers and teamsters and 4 carts. Removing the Epic at the
site will take 4d6 hours of labour, with 8 hours work per day being the most
that can be relied upon without there being consequences. The GM should allow a
good plan, or a larger workforce, to modify this roll, but simply driving the
men harder will come at a cost of loyalty and fatigue, both of which may prove
costly on the return journey.
This is an expedition, and an expedition is visible. The PCs
will need to operate in secret, to draw on trusted contacts, or to mislead (or
outright press-gang) their workmen, or else they will find themselves in a race
against time. The Epic is worth killing for, and rivals will mount their own
expeditions once word of the PCs plans reaches their ears. The PCs will have a
head start, but can they keep this as they journey into the wilderness, and can
they remove the Epic before any rivals arrive at the site? Regardless of the
PCs discretion and speed, the work camp will need to be defended from wandering
monsters – if a marauding Owlbear eats their master masons, the PCs might end
up bringing only ancient rubble back to civilisation.
This ‘treasure’ could be used at a range of levels of play –
it could found at a bona fide ‘adventure site’ such as deep within a dungeon
(which presents additional problems) or a ruined city, but it could be a lucky
find in the wilderness, a mere remnant of some long forgotten structure, with
distance from civilisation the main obstacle. Low-level PCs could be recruited
to join such an expedition, leading scouting parties, patrols and so on. The
PCs might have discovered the Epic in a previous adventure, its location might
have been provided to them in the form of rumours, advice from a sage, etc., or
it might be presented to them as a straightforward ‘mission’. Or low-level PCs
might lead such an expedition, though they would probably need to win the
backing of an ‘investor’. Mid-level PCs might seek out the Epic in order to
cement the allegiance of a Lordly patron, while high-level PCs might keep the
Epic for themselves, to adorn their stronghold and legitimate their own
political ambitions. Of course, the content of the Epic could also be useful in
other ways. For example, it would make sense if possession of the Epic counted as
a contribution to a magical library or laboratory, and it stands to reason that
careful study of its narrative might reveal the locations of potential further
adventures – perhaps even the last refuge of the Gods!
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