Fantasy Pilgrimages

Pilgrimages are big business. Both for those who sell holy tokens and relics to the pilgrims and those who offer said pilgrims safe lodgings along the pilgrims' way.

Of course the one that stands to make the most out of it is the appropriate church. A rich man might not exactly be able to buy himself into heaven but their was always the sentiment that spreading the cash around the church was a good way of advertising your piety and all that would be counted in the final reckoning.
 

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I wrote up a big bunch of stuff (12,000+ words sitting on my hard drive right now) with someone else for this very subject for some d20 supplement that never materialized, AFAIK.
I wasn't too keen on the idea of the pilgrimage actually granting some stat benefit, but I had a section on pilgrimage tokens (relics, badges, etc., plus a few more novel things) and some of them were magic items.
 

No benefit should be permanent, or they should be really, really minor, of course.

But I don't see too much of a problem with the pilgrimage giving a bonus. If there's a challenging enough trial to do, then the bonus is akin to looting something from a defeated foe.
 

Right, these work as a good alternative to treasure, when overcoming the encounters needed to get there....

Healing is a BIG thing for pilgrims. Protection, alleviation, generally being OK. And taking an item from the site is usually prerequisite to being protected in the future.

Maybe think of some real-world examples...heading to the sight of a dead ancestor to lay to rest his spirits (gives you the Ghost Touch ability when dealing with his restless self), going to a place where a miracle has occured to gain the same (+1 luck bonus for a day, or maybe insight bonus depending on how 'real' the miracle is), traveling to the end of a rainbow, or kissing a religious relic.

Heading into the Desert usually gives you a vision of some sort (free casting of Divination or something) when you're near death as a popular, cross-cultural example (from Native Americans to Australian Aboriginies to a lot of the people around in Biblical times).
 

Paladin's Life

This is a pilgrimmage that travels through the major points of a Paladin's life. His name has been lost to time and history.

* The church where he was declared a Holy Knight of God and received his first sword and armor.

* The tree where he hung his first criminal, a bandit king who had been plaguing the local town where he was knighted.

* The cathedral built over the spot where he banished his first Devil.

* The plains from which he summoned his mount.

* The spot where a Paladin was teleported to Hell. His last words are recorded on a white marble stone. "I shall return with the Devil's head and the souls of the redeemed marching behind me." He was never seen again, although some Paladins today claim to have visions of him fighting, surrounded by hellfire.
 

Gez said:
An example:

Pilgrimage of the Muzzle

Long ago, a huge, vicious worg led a large pack of wolves and dire wolves on a rampage in this hilly region. People and livestock alike were attacked, and those who took shelter behind sturdy walls were assieged by the vile lupines.
A young ranger lured the alpha worg to a small hill upon which grew an old oak tree, climbed up to safety barely in time; but, soon after, fell right on the worg's head. He was feinting, though, as in the same movement, he slipped a robust muzzle on the dreadsome beast's head, a muzzle he had bound to the tree by a hefty chain.
The rest of the pack ripped the brave ranger to shred, but their leader, for all its struggle, could not free itself from the muzzle.
Without their alpha, the wolf pack behaved as normal wolves do, and scattered into smaller packs who avoided the fields and towns of man.

Pilgrimage: Pilgrims must travel to the ranger's hometown. There, they spend one day and a night fasting behind locked doors and closed shutters, symbolizing the siege villagers had to suffer. On the morrow after, they must run the three hundred and fifty yards between the village and the old oak (now dead), where they meditate on the rusted muzzle kept in a little shrine.

Benefit: Characters making the pilgrimage gains a +2 luck bonus to their AC when attacked by wolves or other lupine creatures, as well as to Handle Animal checks to tame or intimidate these creatures.
This benefit lasts until the next Spring solstice.

Other Benefits: Some pilgrims carry restive domestic animals, or captured dangerous animals, to the old oak tree. Keeping it bound to the dead tree for three days and three nights gives the pilgrim a +10 circumstance bonus on Handle Animal checks against that animal, for a whole year.
Making the pilgrimage also cures rabies, if the pilgrim was infected.

So, which is the fun bit?

From a gaming perspective, this amounts to:

- travel to the town

- camp for the night

- run around for a bit

Unless you actually include some encounters or challenges in there, that's basically ten minutes of game time.

Which part of the pilgrimage do you see as contributing most to the enjoyment to be derived from the session?

- Is it the travelling bit? If so, then you could have the destination be far away, or surrounded by dangerous terrain, or be inaccessible. Of course, this being D&D, the usual caveats regarding travel as an end in itself apply.

- Is it what you do when you get there? If so, then the town could be populated by unfriendly locals, or maybe the local lord wants something done first, etc.

- Is it the specific conditions to be fulfilled? If so, it should be something that actually stretches the characters: go kill a dragon, or find the baron's lost son, or whatnot.

These are the sorts of things that should go into fleshing out any adventure seed. Without them, a pilgrimage is just an idea, not an adventure.
 

tarchon said:
I wrote up a big bunch of stuff (12,000+ words sitting on my hard drive right now) with someone else for this very subject for some d20 supplement that never materialized, AFAIK. .

Never found a publisher, or never found further interest to finish the supplement?

tarchon said:
I wasn't too keen on the idea of the pilgrimage actually granting some stat benefit, but I had a section on pilgrimage tokens (relics, badges, etc., plus a few more novel things) and some of them were magic items.

If you think of real life, most of the time the pilgrimages are made for the chance to be blessed. So likely if you want to make the equivalent in a fantasy game, there should only be a chance for a stat benefit. Not an automatic granting upon success.
 

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every gamer should make a pilgrimage to the Mecca.


although not the original site of Gen Con it was the place to be during the height of gaming.
 

Naming Pilgrimages - mostly coming of age events, this could also be seen as the same way. Low level, not dangerous but a challenge. Things like recovering an item, or going to a temple for their name.

Prestige Class requirement - the prestige list pilgrimage to enter it.
 

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