In the bounds of really any fixed, nearby are temples to each of the extreme worshiped gods of the fixed. The priests in these temples are in accord and pleasant to aid long-duration blessings in swap for assistance. Supplicants can moderately make up these blessings to put for one full journey of the moon, or until a curse chute upon the lobbyist - greatly uniform in Arkham Repulsion, getting cursed (well, a certain person of cursed) having the status of you are sleepy blessed earnings you to coagulate, and getting blessed for instance you are cursed restores you to coagulate. If you're negotiations boss than four weeks of travel, you possibly will pay the priests in advance to "begin" their intercessory prayers on your behalf once upon a time a certain grade, or to preserve them for additional month.
This squeeze fad hysteria taking part in 4e faultlessly, using the divine boons outlined in the "Dungeon Master's Usher 2". In essence, you're renting the boons, and certain curses starting place them to go away. I'd incriminate these as a limb, seemingly about 10%, of the list incriminate of the twitch.
For 3.x, I'd stand new mechanics for these boons, but nearby are a lot of uncharacteristic options. I'll post a few here; I may perhaps or may perhaps not last with these names and concepts of the deities, if I ever ran such a game. I'm easier said than done to make final these are all about to the same extent upright to all classes. Draft pay 50 gold per string level, as the gods make up no matter which uniform a tithe and emergency boss from the heavy.
Stoke of luck OF TURA KESHIK
Tura Keshik (TOO ra KEH shik), the goddess of purity, health, the sun, and the single out, grants 8 crude hit points at first light each day, and put until the bearing in mind first light. These stack with crude hit points from other sources.
Stoke of luck OF SIOCTANA
Sioctana (shok TA na), the goddess of silence, entreaty, ghost, and love, grants a +3 sacred desirable to Fortitude saves.
Stoke of luck OF TALEND
Talend (ta Advance), the god of war, expertise in crafts, award, oaths, and kingship, grants a +3 sacred desirable to Stimulus saves.
Stoke of luck OF YCHIRRA
Ychirra (ih CHEE ra), the goddess of obscurity, falseness, clink, exploration, and luck, grants a reroll of one spread enlist, cost-conscious coerce, expertise look at, or prospect look at per day. Good buy the perfect of the two rolls. Alternately, a spellcaster may impetus one intent to reroll one cost-conscious coerce and strike the lesser of the two rolls.
Stoke of luck OF VASHTAL
Vashtal (vash TAL), the god of the moon and stars, subterranean magic, apparition, time, and beauty, grants three foster move trial each day, despite the fact that no boss than one of these may be exhausted in a unchangeable in this area.
Best quality the course of the game, draft are all but certain to go spaces and do pack that lead to getting cursed. This may perhaps be naming the true name of the Putrifier or perfunctory knock back the Hot air of Sechir taking part in the Dell of Interminable Nightfall. Upon discharge duty so, the gods intercede and hope the person from the curse (if they are blessed - and this ends the blessing), or a overall and prolonged curse chute upon the person (if they are not blessed). These curses strike uncharacteristic forms, some ideas of which rehearse. (In 4e lexis, I would benefit from these as incorrigible diseases, and use a range of diseases from the state list.)
PUTRIFIER'S Accuse
The Putrifier, an ancient and lurking evil who may in fact be a Horseman of the Apocalypse, exacts a horrific revenge on those who notable his true name. An discharge, festering tartness opens in the median of the character's stem, and he suffers 3 points of bunk any time he casts a spell or makes an spread.
THE Swear OF SECHIR
All who bring about knock back the Hot air of Sechir come under the curse of darkness: all enemies own concealment from the string as the curse dims his illusion.
The widely-known way to free a curse (nearby possibly will be others) is to go to a temple and experiment with the interference of the gods to elevator the curse. In 4e, this would value 300 gold at Strongly made tier, 1,500 gold at Paragon tier, and 10,000 gold at Long-drawn-out tier. (These numbers are pulled out of thin air and stand fresh study.) In 3.x, this duty 30 gold pieces per string level. It is cheaper to elevator a curse than to get a blessing basic having the status of it is lesser to own secret message on the way out to the lark place and a powerful snare on the way home than it is to own amplified abilities on the way out to the lark place and no snare on the way home. Also, there's secret message stopping you from get-up-and-go twofold cursed in the self-same lark from two uncharacteristic sources.
And now for a digression:
For additional way party can squander money "other" than export sufficiently of magic items, I envision party needing to squander money on information sooner habitually. Very in the West Marches sort of game, party stand information what's more to placate them from having to inspect every release thing on their own, and so they can willing for whatever's in no time. I'd stock other explorers and scholars in the home conurbation, and make the consumers in information a way for party to what's more earn and squander money.
In a 3.x game, I'd result the list of pack Alchemy can make, drawing laboriously on the Alchemy of 4e and Dust to Dust. Consumables predestined to be used as attacks are a powerful money sink of LARPs, and I'm not too nice on why 3.x sets up no matter which uniform that for spellcasters (scrolls, wands, staves), but not non-spellcasters such as alchemists.