When you start the game you will be given a choice of Casual Mode and Challenge Mode.From the main menu you can change your player name, adjust options like sound volume full screen, and see the top fastest times completed.Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited. This walkthrough was created by Chie, and is protected under US Copyright laws. Remember to visit the Big Fish Games Forums if you find you need more help. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with. We hope you find this information useful as you play your way through the game. This document contains a complete Relics of Fate: A Penny Macey Mystery game walkthrough featuring annotated screenshots from actual gameplay! Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here. Can you uncover their secret before it’s too late? Penny’s father disappears while investigating some mysterious relics. Pilgrimages are a sort of tourism and I think it's important to realize that the PC's are usually mercenaries and the pilgrims are adventurers in the literal sense of that word as opposed to the sense created by D&D.Welcome to the Relics of Fate: A Penny Macey Mystery Walkthrough! I think it's enough to introduce the idea by having pilgrims show up on the roads and streets of your campaign world, with some sort of ceremonial garment that signifies that they are pilgrims of a particular sort and the variety of people that are providing services to pilgrims as guides (physical or spiritual), guards, and even things like sellers of souvenirs or street food. Thinking about pilgrimages and religious festivals is good deep world building, but seldom are you going to need to work out the details of a pilgrimage because rarely are the player characters going to be the pious individuals undertaking a pilgrimage out of sincere religious conviction. These things are typically dangerous even to touch if you aren't aligned with the spirit of the relic. ![]() You put an artifact on a typical alter to corrupt it, and you are probably going to need to rededicate and reconsecrate that alter. More usually, any attempt to corrupt a relic is going to result in the thing that is attempting the corruption being corrupted (or purified, as the case may be). Individual relics need not be very powerful, but they should have this quality of being more or less invulnerable to damage.Īs for corrupting a relic, that should be at least as hard as destroying one. There are a lot of other things that conventionally artifacts and relics can do, like for example they can often bypass certain divine resistances and immunities and many of them are scry proof and cannot be detected by divination magic in the normal manner and very often they have both positive and negative qualities when in mortal hands, but the main thing is that they can't be destroyed. Think the 'One Ring' in LotR that can only be destroyed if it is thrown into the fires where it was made. Technically, the main thing in D&D That defines something as a relic or artifact is that it if something is deemed an artifact or relic it is no longer eligible to be destroyed by ordinary means. I don't know that D&D is really well suited for that, and it's not a game every campaign will ever need, and if it goes that way then figuring out how many relics a player is eligible to have spontaneously created and so forth will be the least of your rules problems. ![]() So the answer to most of your questions are simply, "Create a story about your world."Īs such, I don't think that we really need any sort of mechanics about what becomes a relic and how relics are generated unless you are actually running a campaign where the players go well above the normal maximum level of your campaign world and are transitioning to being demigods. These persons achieved some demigod like level of power and as a result, their mortal remains or their cherished items are imbued with, blessed with, or cursed with magical power. ![]() If you want interesting relics you have to have interesting NPCs inhabiting the past of your world that did interesting things and became either famous or infamous. Most of your questions have to do with story and world building. Relics are in D&D terms just artifacts that happen to be associated with powerful persons of the past and to have acquired their power through use rather than necessarily acts of creation.
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