Chaotic Demon Lord of Pohjola
* Tempt them with beautiful rewards...
* ... and betray them whenever possible
* Unleash great calamity too
Next week: Noitas of Louhi, Part II!
Chaotic Demon Lord of Pohjola
In a strait, all things are useful. Lemminkainen will see just how resourceful the party is. And if things get too dicey, there's always a base 25% chance of one faithful in him showing up to join in the adventure too (per result #12).
1-10. What shall the fighter-wizard go forth and seek? He loses access to all of his spells- roll 1d10 for each one to see what he must do to get it back.
 Find a beautiful (potential) wife with braided tresses, especially if he doesn't have one already.
 Abduct a beautiful (potential) wife, since finding one may not be enough.
 Stand up to the next group he encounters: stilling sneers, silencing taunts, and crushing bosoms.
 Abstain from war, not initiating combat for the next 4d3 hours unless someone else initiates it first.
 Insult a shepherd.
 Acquire a new, well-made item: even better if it's magical.
 Hunt a moose or similar beast for at least 1 hour. There's a base 25% chance of it being found each turn, and it will be hiisi (dire: +4 HD, +2 dmg)!
 Roll for a divine test from Mielikki, hopefully also enjoying some wooded place and meeting some fetching forest-mothers too in the process (2d4 Finnish dryads- a base 33% chance of the latter).
 Bridle a wild horse, though it will become inflamed once found, causing 2d6 damage each round to all who come within 3' of it.
 Find a swan, but if it's black (a base 25% chance), then the fighter-wizard immediately experiences a 12 +1d6 test on this table.
17+ Beware of Nasshut, the blind Pohjolan shepherd! The fighter-wizard is slain by such a cur's serpent arrow, chopped to pieces, and dropped in the nearest river. He can only then be resurrected by his mother raking his pieces back together, but she must do so within 3 days' time. If his mother is still alive, she will know, for his hairbrush will give the telltale sign of oozing blood. If not, then he remains slain. And for every divine test result over 17, reduce the number of days she has to save him by 1. Wise followers of Lemminkainen often keep their mothers (and their hairbrushes) not too far for just this reason.
DCC RPG Conversion Notes
Charisma check = Personality check DC 15
Save vs. Paralysis = make a Reflex save DC 15
Next week: fighter-wizards of Lemminkainen, Part IV!
All the winds can bring, all that can be brought by air, you see.
1. The sky clears, revealing the lofty firmament above. Ilmatar's followers, those who follow similar gods, and even sky-appreciators in the area gain a +2 to all rolls for the next 1d4 hours. Those who dislike such things gain a -4 instead; that is, if they are even around to view it.
2. Great winds swirl, ripe with new seed. All not secured and who are within 1d6 x 100' are blown 1d10 x 10' in a random direction, possibly colliding with objects for 1d6 damage per 10' traveled. And if possible, each has a base 10% chance of becoming pregnant.
3. Do you hear that? Something fell is upon the breeze and the 1d4 quarter mile area where this encounter takes place will experience great destruction starting within 1d6 turns. Only the stoutest of structures (and those who seek shelter within them) will survive the event. A faithful of Ilmatar will know this is coming and give forewarning to all who will listen (per #12 below), though as with all weather prognostications, there is only a base 50% chance of it being accurate.
4. Beyond belief, this place is simply aerial, with no ground or water to find purchase in sight! Such is the realm from which Ilmatar came, though only those who follow her will know there's no reason to scream- simply enjoy the flight (or falling) as the clouds rush by, until land is safely found again sometime in the next 3d6 rounds.
5. Ahh, calm, clear water are at this location: quenching thirst, easing burdens, and reinvigorating the soul. Any who take the time to rest gain the benefits of a full night's rest, even if it is just for 1d2 hours.
6. Waves course here, causing all to save vs. paralysis or be knocked prone. The wetness will soon dissipate (unless the area was already wet), though the disarray will not.
7. Murky depths flood everywhere, keeping all except those who enjoy such things low with burden (a -4 to all rolls), but making any pregnancies and births much easier (with a +10 bonus).
8. Behold! A winged creature descends from the sky: none other than a duck. This magic being will lay 7 eggs. The first 6 each function as a Gate spell when cracked open, while the 7th functions as Flesh to Stone, except that it turn ones hit by it to iron instead.
9. Suddenly a burning comes upon a lucky female party member (or nearby NPC if none are in the party), ironically not from where one might think. In fact, it makes her shoulders & knees erupt in flame, doing 1d6 damage to all who stand right in front of her, unless they are followers of Ilmatar or the like.
10. Landforms change radically here, with hills rising and cliffs falling. Each 30' radius spot within sight changes elevation by (1d20 -10) x 5 feet, thereby adjusting anywhere from 45 feet lower to 50 feet higher.
11. With a wisp and a whisper, a spirit of air is here. Its presence encourages lightness, shifting, movement, and the blowing around of light objects, causing all to save vs. spell or react more in that way, though the spirit cares not. It stays with the party for the next 1d10 turns, unless somehow banished or brought to a very earthy or enclosed area.
12. One faithful in Ilmatar dwells here, a very light and gracefully quiet sky-appreciator (roll 1d12):
[1-3] just a non-classed faithful follower of Ilmatar, [4-7] a priestess of Ilmatar, [8-9] a tietaja of Ilmatar,
[10-11] a mystic of Ilmatar,  an avatar of Ilmatar.