Wednesday, August 5, 2020

Clerics of Ilmarinen, Part IV

Cleric Spells (Ilmarinen) 
Such things to craft, all held in that which is forged by Ilmarinen's faithful.

1st Level: Cure Light Wounds, Detect Magic (metal items only), Light, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Pass without Trace (D), Charm Person*, Comprehend Languages*, Mending*, Shield*, Unseen Servant*

2nd Level: Bless, Delay Poison, Find Traps, Hold Person, Holy Chant, Resist Fire, Spiritual Weapon, Heat Metal (D), Arcane Lock*, False Gold*

3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding, Locate Object, Remove Curse, Striking, Explosive Runes*, Stone Shape (D), Protection from Normal Missiles*

4th Level: Create Food and Water (or grain or salt for the same), Cure Serious Wounds, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius, Lower Water (reversible), Enchant Arms*, Polymorph Others*, Polymorph Self*

5th Level: Commune, Cure Critical Wounds, Dispel Evil, Magic Sledge (as Fire Chariot (D), but cannot fly, is drawn by deer, and is non-fiery), Distort Distance*, Magic Gold (as False Gold*, but lasts for 6 days per level), Passwall*, Secret Chest*

6th Level: Animate Objects, Blade Barrier, Stone Tell, Summon Aerial Servant (or other spirit), Control Weather (D), Arcane Window*, Simulacrum* (though must be female and made of precious metals)

7th Level: Automaton (as Animate Objects, but the effect is permanent, they gain 1d20 intelligence, and cleric may have up to his level automata in operation at one time), Metal Tell (as Stone Tell, but works with metal objects), Restoration, Symbol, Wind Walk, Permanency*

Next week: clerics of Ilmarinen, Part V! 

Wednesday, July 29, 2020

Clerics of Ilmarinen, Part III

Even when the result isn't right, the faithful must forge again.

Divine Tests
1-4. The item is off. The cleric must spend the next 4d6 turns repairing one that he has forged. Once finished though, it may even be 10% better/more effective if the cleric did so particularly well (an Intelligence check). 

5-12. One's never sure what qualities are truly held. A number of the cleric's spell-holding items (50% chance for each one) end up being of a different alignment and/or disposition than what was previously thought. Each one will then either compel their bearers to behave in a way that matches or simply do so themselves (equal chance of either), causing such things as  Lawful or Neutral bearers to become quarrelsome, Chaotic bearers to behave faithfully, or the item itself to start trying to kill everyone since it is now Chaotic and Murderous. A save vs. spell negates if it is the bearer who's affected, though those who fail will behave in such a way for the next 1d6 hours. Items acting on their own will do the same unless stopped beforehand and receive no save.
Roll 1d8 to see what the compulsion is: 
[1] Chaotic Murderous, [2] Chaotic Quarrelsome, 
[3] Chaotic Ill-Tempered, [4] Chaotic Ill-Mannered, 
[5] Lawful Well-Wrought, [6] Lawful Faithful,  
[7] Lawful Utilitarian, [8] Lawful Many-Faceted.

13-16. Unlucky in love, the smith must forge ahead. Either the woman he is with (or the most beautiful item he has if he has no woman) becomes one of the following, leaving him forevermore and taking half his possessions with her (or it). Roll 1d4.
[1] A deal-breaker who is unwilling to relocate.
[2] A heartless bride of gold and silver.
[3] A screeching seagull.
[4] A giver of multiple, overly difficult quests.

17+ The Bride of Beauty awaits and the Ilmarinen cleric must perform some quest to try to win her over from the grasp of Louhi. He and any nearby who wish to go with him are gone for 1 day in order to (roll 1d4): 
[1] plow a field of serpents, [2] bring the Bear of Mana from Tuonela (land of the dead), [3] catch a monstrous pike from the same, [4] engage in riddles with a child. 

Unless the Referee decides to adjudicate the quest more specifically, it is shown that, upon their return (if they still live), each took 1d20 damage and has a 10% of recovering either an actual stunning (and single) woman of 15 +1d4 Charisma as their bride or an item of similar beauty. For every divine test result over 17, increase the time they are gone by 1 day, the damage by an additional 1d20 each, and the chances of recovering a Bride of Beauty by an additional 10% total. 

DCC RPG Conversion Notes
Charisma = Personality

Next week: clerics of Ilamrinen, Part IV!

Wednesday, July 22, 2020

Clerics of Ilmarinen, Part II

Magical Side-Effects
Skillful artist, Ilmarinen forges wonders of metal- that is his magic. As described in Mysteries of Ilmarinen, his clerics can smith items, and when casting a spell, they do the same. Each one must be worth at least 10 gold pieces per spell level held. Once forged, the item waits until anyone with the matching alignment or emotional state uses it, thereby allowing them to make the spell occur. Only then will it be expended.

Still, not all creations are Lawful, so the cleric may even destroy the item and reforge it before it falls into the wrong hands. In such cases, the cleric's spell use is lost for that day, but the precious metals it is comprised of are not. And to prevent an overabundance of such wonders, an Ilmarinen cleric may only have up his level x 3 items waiting to used as spells at one time.

Otherwise, roll 1d12 to see what nature each item has: 

1. Chaotic Murderous: Bloodthirsty, the item seeks great harm. Only those intent on killing, maiming, or malicious wounding can wield it. 

2. Chaotic Quarrelsome: The item enjoys making trouble between others. Just the ones who savor discord for its own sake can benefit from its use. 

3. Chaotic Ill-Tempered: Rushing and wasteful, the item charges headlong into things. Only the ones who are heedless too may carry it. 

4. Chaotic Ill-Mannered: The item solely works to destroy things; it is nihilistic. It may be held just by those with the same bent. 

5-6. Neutral Cold-Breath of Sorrow: Any may grasp the item, but its forging is imperfect, likely due to the cleric having unskilled minders at his bellows. Once used, the item's spell has a 33% chance of actually being another, randomly determined Ilmarinen cleric one, likely to the grasper's chagrin. 

7-8. Neutral Haltja-Gift: If the one who wishes to wield the item is in accord with the local spirits (if unsure, make a Wisdom check), then he or she may do so. 

9. Lawful Well-Wrought: Strong and beautiful, the item is twice as valuable and harder to break. Fittingly, only those of a similar, orderly temper can use it. 

10. Lawful Faithful: Reliable and steadfast, the item's spell may be used again if called upon- a 75% chance after each use. Naturally, it can just be carried by ones who would be as loyal (if not moreso). 

11. Lawful Utilitarian: Functional and useful, the cleric can include up to 1d3 more of his spells into the item, cast into it in rapid succession. As a result, only ones who would appreciation such ability can use it and the many magics it contains. 

12. Lawful Many-Faceted: Approaching Sampo quality, the item is forged as a great wonder: being well-wrought, faithful, and utilitarian (per #9, #10, & #11 above). As such, it may just be grasped by those who are as circumspect.

Next week: Clerics of Ilmarinen, Part III!

Wednesday, July 15, 2020

Clerics of Ilmarinen, Part I

Lawful Finnish God of Smithing

Tenets of Ilmarinen
* Forge great wonders of metal
* Make sure they are goodly though
* Persevere, even in love

Clerics of Ilmarinen
Special: Ilmarinen is served by clerics and tietaja (Finnish shamanic wizards).
Allowed Weapons: Hammer
Allowed Armor: Leather or lighter
Symbols: Hammer, Anvil, Sampo (as a mill)
Can Turn: None
Mysteries of Ilmarinen: Being skilled smiths, clerics of Ilmarinen can craft wondrous metallic items. All they need is a day of work, a forge, and 1d6 gold pieces worth of precious metals. They can then create items worth up to 2d6 gold pieces per level. For example, a 2nd level cleric of Ilmarinen working for 2 days could craft a metal item or items worth a total of 4d6 x 2 gold pieces if he had at least 2d6 gold pieces worth of gold, silver, copper, or the like.

Once made, these wonders will also have an alignment, determined upon creation (roll 1d3): 
[1] Lawful, [2] Neutral, or [3] Chaotic, allowing them to only effectively be used by individuals of that type. And since Ilmarinen clerics are dutifully Lawful, they will always destroy any Chaotic ones they make. They may or may not destroy the Neutral ones too (a base 50% chance). Those destroyed will be reforged, and their precious metals used again. Those that remain can be sold, given away, or used to power their spells (see next week).

Next week: Clerics of Ilmarinen, Part II!

Wednesday, July 8, 2020

Clerics of Mielikki, Part V

Mielikki Encounters
The hunt may bring more than what one may expect.

Roll 1d12
1. A bear suddenly emerges. The great beast stares at the party, their response will then determine its. Roll 1d8, subtracting one for every faithful follower of Mielikki (or similar divinity) present: [1 or less] leads party to a silver basket and golden cradle worth 3d6 x 50 gold pieces, [2-3] leads party to honey and apples that would provide 4 adult meals, [4-5] yawns and wanders off, [6-7] huffs and acts aggressively, [8] attacks! 

2. Here dwells a jovial and reckless man. This Lemminkainen-style ranger would like to find the Hiisi Elk (per #4 below), and will agree to train any who might help him in his special, Finnish wizard-warrior fighting ways (link). 

3. 4d6 evil, dark northerners rampage through a settlement, claiming that the local Finns have somehow belittled Pohjola. A captivating Finnish maid (see #12 below) approaches the party for aid, fearing the northerners may choose to enter and despoil the nearby woods.

4. Rumor has it that the legendary Hiisi Elk is nearby. Those who seek it out and hunt it down will find it to be (roll 1d4): [1] a hostile hill nature spirit, [2] an ill-tempered, dire elk (4 HD), [3] an ogre-elk hybrid (+20' speed), [4] just a pine tree.

5. Tapio is worshipped at this place. Amongst the great trees and stag heads, treat it as a Cernunnos encounter (link), but substitute select elements with Tapio, Finns, and Tapio's wife, Mielikki. 

6. Up ahead is the sound of squeaking. A small animal is stuck in a trap. It is a (roll 1d4): [1] squirrel, 
[2] rabbit, [3] wood grouse, [4] bear cub. Those who free it will gain a +1d2 bonus to all their rolls for the rest of the day, along with the ability to speak with animals of that type, thanks from Mielikki. Those who don't will suffer one of her divine tests instead.

7. Did you feel that? A fit woman traveler (per #12 below) walks by and notifies the party that the haltija (local spirits) are angered. Until the party does one of the following, they will become lost for 1d3 hours (roll 1d4): [1] put their clothing on backwards for 2d6 turns, [2] care for, plant, or save a tree, [3] save a trapped animal, [4] remove all clothing for 3d6 turns.

8. 3d4 cows graze here, chewing succulent plants at the forest's edge. Any who would disturb them will earn the ire of Nyyrikki, Mielikki's cattle-guarding son. 1d4 metsan haltija will materialize (treat them as Finnish satyrs) to set things right.

9. With enlivening and intoxicating scents, healing herbs sprout around the area. Those who harvest them sparingly will have enough to grant a +2 bonus to any roll for up to 3 spells, +4 if the casters are followers of Mielikki. Those who harvest them greedily will instead attract the attention of an angry bear.

10. The local lodge of Mielikki is seeking volunteers to investigate a similar (and potentially rival) group. Roll 1d4: [1] followers of Artemis, who are Greek and more vigilant, [2] Skadi devotees, who are Norse and more mountain-based, [3] Danu worshippers, who are Celtic and more river-based, [4] 'Greenwoodian' Mielikki followers, who are from some forgotten place and more unicorn-based. 

11. Did you hear that? Haltija (local spirits) are present. Those who commune with them wisely (via a Wisdom check) will gain the benefits of a Commune with Nature spell, becoming magically aware of the immediate area. Followers of Mielikki (and similar divinities) who do so will maintain that benefit until they leave the area. Those who are disrespectful though will instead summon a devotee of  Mielikki (see #12 below) to intervene.

12. One faithful in Mielikki, a rustic and friendly woodswoman, enticing and calming, says hello. She is actually (roll 1d12): [1-3] just a devout follower and/or blessed by Mielikki, [4-7] a cleric of Mielikki, [8-11] a druidess of Mielikki, [12] an avatar of Mielikki.

Next week: clerics of Ilmarinen!

Wednesday, July 1, 2020

Clerics of Mielikki, Part IV

Cleric Spells (Mielikki)
Gentle and succor-giving, the magic of Mielikki involves the hunt and beasts and the woods, but with little other rancor.

1st Level: Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (in wooded areas), Animal Companion (D), Detect Snares and Pits (D), Entangle (D), Faerie Fire (D), Pass with Trace (D), Speak with Animals (D), Charm Person*, Feather Fall*, Shield*, Unseen Servant*

2nd Level: Augury, Bless, Delay Poison, Hold Person, Reveal Charm, Charm Person or Mammal (D), Find Plant (D), Obscuring Mist (D), Stumble (D), Pass without Trace (D), Sleep* (targets may not be harmed though)

3rd Level: Animal Growth, Cure Blindness, Cure Disease, Dispel Magic, Locate Object, Remove Curse, Striking (hunting weapons only), Plant Growth (D), Snare (D), Tree Shape (D), Protection from Normal Missiles*

4th Level: Create Food and Water, Cure Serious Wounds, Divination, Neutralize Poison, Protection from Evil 10' Radius, Speak with Plants, Hallucinatory Terrain (D), Passplant (D), Summon Animal I (D), Summon Sylvan Beings (D), Polymorph Others* (animal forms only), Polymorph Self* (the same)

5th Level: Commune, Cure Critical Wounds, Dispel Evil, Commune with Nature (D), Summon Animal II (D), Tree Stride (D)

6th Level: Find the Path, Heal, Summon Nature Spirit (as Summon Aerial Servant), Wall of Thorns (D) 

7th Level: Shape Change* (animal or plant forms only)

Next week: clerics of Mielikki, Part V!

Wednesday, June 24, 2020

Clerics of Mielikki, Part III

The mistress of the forest can bring game to her faithful, but also the chase.

Divine Tests
1-4. Unless there is some hunting or a merciful act to attend to, the cleric must do little else but reflect on the ways of Mielikki for the next 2d6 turns.

5-9. The huntress calls and the cleric answers. She loses access to some of her spells (50% chance for each one), possibly including her turn ability. To get each back, she must do one of the following. Roll 1d6:
[1] Run unclad for at least 1 hour.
[2-3] Bring down a beast in an honorable way. All of it will be used and respected.
[4] Aid an animal, providing it food, freedom, or healing its wounds.
[5] Offer Mielikki the equivalent of at least 2d6 gold and 2d6 silver coins.
[6] Spend time in a wooded place, communing with the metsan haltja (forest spirits) and wildlife there for at least 3d6 turns. 

10-16. A forest friend arrives to greet (and test) the cleric. Roll 1d4 to see who it is.
[1] Bear: must be firm or it will wrestle. Make a Morale check: fail and take 1d20 damage; succeed and gain 1d4 Strength until the next dusk.
[2] Stag: must be calm or it will run. Save vs. spell: fail and be preoccupied for the next 1d4 hours; succeed and gain +15' speed until the next dawn.
[3] Squirrel: must be amiable or it will steal. Make a Charisma check: fail and lose a random item; succeed and gain 1d4 Dexterity until the next high noon.
[4] Metsan Haltja: must be observant or become unlucky. Make a Wisdom check: fail and take a -1d6 to all rolls; succeed and gain a +1d6 instead, both until the next midnight. 

17+ Mielikki transforms the cleric into a beast that matches her nature. The cleric is thus unable to speak or use any of her cleric abilities for the next 24 hours, plus 24 additional hours for every divine test result over 17. She can still understand things though and accompany her allies during that time, even fighting as the beast if need be. Afterwards, she will be able to speak with beasts of that type at will, even while she's in human form.

DCC RPG Conversion Notes
Turn ability= Turn Unholy ability 
Morale check = make a Will save DC 15
Save vs. spell = make a Will save DC 15
Charisma check =  make a Fellowship check DC 15 
Wisdom check= make a Luck check DC 15 

Next week: clerics of Mielikki, Part IV!