Wednesday, September 23, 2020

Fighter-Wizards of Lemminkainen, Part I

Lemminkainen
Neutral Finnish Demigod of Adventure

Tenets of Lemminkainen
* Journey to take what is yours
* Honor oaths as long as others do (especially women)
* Fear not death or failure
* Use great items to ensure your success

Fighter-Wizards of Lemminkainen
Special: Being a demigod, Lemminkainen is just served by fighter-wizards (see below).
Allowed Weapons: Any
Allowed Armor: Chainmail and shield or lighter
Symbols: Copper Rake, Horse
Can Turn: None
Mysteries of Lemminkainen:  Fighter-wizards of Lemminkainen use a fighter's stats for combat, but gain no weapon specialization or other special abilities. In return, they can cast spells as clerics of the same level, but learn only one spell per level and can only cast 1/2 the cleric's amount of spells per day. 



Next week: Fighter-wizards of Lemminkainen, Part II!

Wednesday, September 16, 2020

Priestesses of Ilmatar, Part V

 

Ilmatar Encounters 
All the winds can bring, all that can be brought by air, you see.

Roll 1d12
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, [12] an avatar of Ilmatar.

 

DCC RPG Conversion Notes
Save vs. paralysis= make a Reflex save DC 15
Save vs. spell= make a Will save DC 15. 


Next week: fighter-wizards of Lemminkainen!

Wednesday, September 9, 2020

Priestesses of Ilmatar, Part IV

Spells (Ilmatar) 
Whether air, water, fire, or earth, Ilmatar's blessing can give great magic birth.

1st Level: Create Water (reversible), Cure Light Wounds, Detect Magic (if it's elemental in nature), Light, Resist Cold, Sanctuary, Divine Weather (D), Purify Water (D), Feather Fall*, Manipulate Fire*

2nd Level: Augury, Bless, Hold Person, Holy Chant, Resist Fire, Fire Trap (D, trapped item must have a duck symbol on it), Heat Metal (D), Obscuring Mist (D), Produce Flame (D, from shoulders or knees), Levitate*

3rd Level: Continual Light. Cure Blindness, Cure Disease, Dispel Magic (if elemental magic and is cast at 2 caster levels higher), Prayer, Remove Curse, Protection from Fire (D), Stone Shape (D), Water Breathing (D), Gust of Wind*

4th Level: Create Food and Water, Cure Serious Wounds, Divination, Lower Water (reversible), Flash Fire (D, reversible), Hallucinatory Terrain (D), Protection from Electricity (D), Temperature Control (D), Fire Shield*, Move Earth (Lesser)*

5th Level: Commune, Cure Critical Wounds, Flame Strike (can take the form of any element), Control Winds (D), Transmute Rock to Mud (D, reversible), Wall of Fire (D), Atmospheric Bubble*, Conjure Elemental* (though spell will end if caster is distracted), Passwall*, Wall of Stone*

6th Level: Heal, Part Water, Stone Tell (can be used on any element), Summon Aerial Servant, Control Weather (D), Fly*, Move Earth*, Stone to Flesh (reversible)*

7th Level:  Earthquake, Restoration, Wind Walk, Animate Mineral (D), Control Weather (Greater, D)

 
 
Next week: clerics of Ilmatar, Part V! 
 
 
 


Wednesday, September 2, 2020

Priestesses of Ilmatar, Part III

From the air, upon the waters, such fire and earth to forge Ilmatar's sons and daughters.

Divine Tests
1-4. The wind blows, the seas flow. The priestess will need to attune to the elements for the next 2d6 turns, 1d6 if doing so in an especially windy, wet, fiery, or earthy place.

5-9. Being an elemental great spirit, Ilmatar has little else to demand of her priestess but to become more at one with the air, water, fire, or earth. The priestess loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d4 to see what she needs to do to get each one back.
[1] Be under the open sky for 2d2 hours, 1d2 if it's also windy.
[2] Be submerged at least chest deep for 1d2 hours.
[3] Be surrounded by fire for 1d3 turns, or by eggs and/or ducks.
[4] Lay on natural earth for 1d3 hours.

10-16. The potency of Ilmatar shifts, bringing atmospheric change to wherever the priestess goes. Each one will affect all within a 1 mile radius, centered on her for the next 4d6 hours. Roll 1d4.
[1] Great winds: light objects and beings are blown away; heavier objects and beings have a base 20% chance of being knocked down or can make a Strength check to resist. Recheck every 1d3 turns while the event lasts.
[2] Heavy rains: floodwaters rise at a rate of 1 foot per hour, ruining low-lying structures. All without cover are otherwise drenched, causing those who enjoy dryness to suffer a -3 to all rolls if they don't drown first.
[3] Heat wave: crops wither and tensions rise, though all must save vs. death to even have the will to do anything about it. Otherwise, they just lie around and pant unless they specifically enjoy such great heat.
[4] Drought: all becomes dry as kindling, with the earth shining majestically through. Those affected gain a +3 bonus to sight, hearing, and other checks related to the clear air, while those who enjoy moisture will only suffer a -3 to all rolls instead.

17+ Mimicking the birth of Ilmatar's well known son, the priestess vanishes, brought to her goddess's airy womb beneath the waves. Though kept safe and nourished while within, she remains for at least 1 day, plus 1 additional day per divine test result over 17. Afterwards, she may only attempt to escape once each day by successfully saving vs. death. If not, then she must wait until the next day in order to try again.



DCC RPG Conversion Notes
Turn ability= Turn Unholy ability 
Strength check= DC 15
Save vs. death= make a Will save DC 10



Next week: clerics of Ilmatar, Part IV!


Wednesday, August 26, 2020

Priestesses of Ilmatar, Part II

Magical Side-Effects
The Air Maiden becomes Mother in the Waters, emitting Fire to create Earth. Such is her magic that it often requires attunement with the elements themselves. Roll 1d12. 

1. Vault Above: Where else do all come but from the virgin realm overhead? The priestess too must be underneath the sky (or at least in sight of it) for the magic to occur. 

2. Mother's Task: Buffeted by wind, Ilmatar rests in the deeps to await. The priestess needs to have been so struck by wind, waves, or submerged sometime within the last 1d4 hours. If not, then the spell will occur at just half its normal strength.

3. Inkuboi: Warm islands arise so the mother can rest from her labors. It is now fire, eggs, or even a duck that the magic needs present. Otherwise, it shall only work once one is.

4. Lands Upon: And she makes the gullies and the hills, the rocks and the reefs too. Mirroring this, the priestess must be standing at least barefoot on natural earth, stone, or corral for the spell to function.

5. Bursting Creation: The eggs crack, causing all manner of thing to burst forth. Any within 60' gain a +2 bonus to  rolls to create, including spells with a lasting duration. The effect lasts for the next 2d6 rounds even if the creations go on longer. 

6-8. No Side Effect: The magic works as usual this time. 

9. Lands Arising: Not only does the spell have a 50% bonus to its effect, range, or duration, but the priestess can raise the height of a 5' circle of natural land by 5'. She can affect spots up to 60' away and such changes are generally permanent.

10. Seven Eggs: Emitting great heat, the priestess's shoulders and knees will cause those who would attack her in melee to take 1d6 + the priestess's level damage from the burns. Once activated, the defense lasts for the next 1d3 rounds. And for every 7th time this side-effect occurs, the priestess may instead throw an egg of iron at a foe within 120'. They must save vs. death or be turned to iron as well.

11. Water-Born Child: If the priestess is within sight of water, then the spell's effect, range, or duration can be increased by 50%- double if she's at least waist-deep submerged in it. Otherwise, she has a base 10% chance of  conceiving a child who will gestate within 1d3 days, be born in water, and be blessed (per Referee), much as Ilmatar gave birth to Vainamoinen if the winds are so inclined.

12. Air Blessing: The magic occurs for twice its normal effect, range, or duration, as well as it not being expended that day. What is more, if the priestess is underneath the open sky, then one of those spell elements may be tripled.


DCC RPG Conversion notes
Save vs. Death = make a Will save DC 10
Spell not being expended that day = gains a +2 bonus to its spell check


Next week: Priestesses of Ilmatar, Part III!



Wednesday, August 19, 2020

Priestesses of Ilmatar, Part I


Ilmatar
Lawful Finnish Virgin Great Air Spirit, Nature Mother

Tenets of Ilmatar
* Be free upon the Air
* Conceive within the Waters
* Bear, through struggle, the Eggs of Fire
* To birth offspring and new Earth

Priestesses of Ilmatar
Special: Ilmatar is served by priestesses, tietaja (Finnish shamanic wizards), & mystics.
Allowed Weapons: None
Allowed Armor: None
Symbols: Cross, Clouds, Eggs
Can Turn: Any who would raise a weapon against her.
Mysteries of Ilmatar: When in sight of the sky or a large body of water, priestesses of Ilmatar may reroll one of their spell rolls up to once per day per level. If in sight of just one, then they must take the second result. If in sight of both, then they can pick which result they wish to use.



Next week: Priestesses of Ilmatar, Part II!

Wednesday, August 12, 2020

Clerics of Ilmarinen, Part V

Ilmarinen Encounters 
The items we would hold may hold us even more.

Roll 1d12
1. A killer is on the loose. As the bodies begin to pile up, those who investigate find that the culprit is a/an (roll 1d6): [1] random party member, [2] bitter peasant, [3] old hermit, [4] fallen priest of Ilmatar, [5] Pohjolan (evil northerner) swordsman, [6] terrifying sentient item. Marked as being Chaotic Murderous, the killer bears (or is) a (roll 1d4): [1] crossbow, [2] knife, [3] axe, or [4] garrote, made of copper and gold. 

2. Trouble is about. With all the arguing going on (all in the area must save vs. death or grow antagonistic), the wise will realize that it is someone (or something) Chaotic Quarrelsome at work. Indeed, it is a [1] milk maid, [2] sauna operator, [3] marsh spirit, [4] belligerent warrior, [5] hiisi (Finnish ogre) suffering from indigestion, [6] insidious sentient item. The quarrelsome one holds (or is) a golden and copper (roll 1d4): 
[1] canoe, [2] mocking (rocking) horse, [3] shield, [4] pair of shoes. 

3. What did you call me?! A fight has broken out between two Finns. They are (roll 1d6 for both) a: [1] mouthy youth, [2] well-proportioned wife, [3] pastry merchant, [4] irritated miser, [5] tietaja (Finnish shamanic wizard) in training, or [6] drunken veteran and bears an iron and gold, Chaotic Ill-Tempered (roll 1d4): [1] cow, [2] goblet, [3] belt, [4] helmet. 

4. Terrible news, an unlucky party member is insulted right to his or her face. The aggressor, a (roll 1d6): 
[1] well-armed noble, [2] priestess of Loviatar, [3] pet dog, [4] angry brother, [5] pekko (hairy Finnish goblin) who's far out of its league, or [6] barley farmer, does indeed have a Chaotic Ill-Mannered item on his or her person. Made of gold, copper, and silver, it is a (roll 1d4): [1] plow, [2] necklace, [3] spoon, [4] sword. 

5. An odd feeling befalls a (roll 1d6): [1] random party member, [2] turnip farmer, [3] forest spirit, [4] river boatman, [5] Pohjolan wolf, [6] talented smith. Thanks to a Neutral Cold-Breath of Sorrow or Haltja-Gift (equal chance of either), a gold and silver (roll 1d4): [1] woman, [2] sea gull, [3] brazier, or [4] pair of undergarments, is to blame. 

6. Would you look at that! Not only is the bearer durable and well-shaped, but the item they hold is no less the same. A (roll 1d6): [1] tied steed, [2] stately oak, [3] well-dressed guard, [4] priestess of Mielikki, 
[5] manly lumberjack, or [6] striking serving woman carries a Lawful Well-Wrought (roll 1d4): [1] brocade, 
[2] pair of boots, [3] shield, or [4] hammer, made of iron and copper- both quite worthy and difficult to break

7. A faithful cleric of Ilmarinen does battle with a group of 2d4 insidious Pohjolans (evil northerners). He pulls out a silver and iron (roll 1d4): [1] holy symbol, [2] vial of holy water, [3] sacred hammer, or [4] metal box. The foul creatures knock it from his hand, but no matter: the random Ilmarinen spell it has can be used with a 75% chance again.

8. So much to do, such little time. The only solution is one of Lawful Utilitarianism, an item of iron and gold, a (roll 1d4): [1] canoe, [2] kantele (Finnish harp), [3] spear, [4] metal rake. A tietaja of Ilmarinen knows its location (for he wrought it too). And though he can't quite remember what 2 extra spells it is imbued with, he does know where it is and one corrupted by Chaos guards it- roll 1d4 on this table again to determine what type and who it is. 

9. And who can turn down something akin to the Sampo? Not only is the item Well-Wrought, Faithful, Utilitarian, and Many-Faceted, it can be had by one who provides a (roll 1d6): [1] swan feather, [2] barley corn, [3] wool ball, [4] milk drop, [5[ shaft of wood, [6] reroll twice. Those interested have 1d10 turns to do so, giving it to a/an (roll 1d12): [1-3] devout follower of Ilmarinen, [4-8] cleric of Ilmarinen, [9-11] tietaja of Ilmarinen, or [12] avatar of Ilmarinen, in order to receive the item of iron, copper, silver, and gold. 

10-12. Reroll 1d10 on this table, but the item is actually (roll 1d4): [1] unattended and ripe for the taking, 
[2] for sale- a base 50% chance of the seller knowing the item's true nature; a base 1% chance of him actually telling the purchasers if he does, [3] desired by a cult of Louhi, who will take it by force once identified, [4] sentient, compelling the person to behave the way listed in 1d10 result way. If already sentient, then the item will be animate too, egging them on loudly. What is more, for all these results, the item has a base 75% chance of still holding a random Ilmarinen spell too, if it doesn't have at least one already.


DCC RPG Conversion Notes
Save vs. death= make a Will save DC 10.



Next week: priestesses of Ilmatar!




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

Ilmarinen
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!



Wednesday, June 17, 2020

Clerics of Mielikki, Part II

Magical Side-Effects
Savor the hunt, but don't take too much from it. Roll 1d12. 

1. Mercy: As forest-hostess, Mielikki provides. The spell will need to be helpful to its target, otherwise it won't work. 

2. Huntress Way: Armed with bow, the goddess selects her prey. The magic must involve hunting in some way, cast at a distance and without the target knowing. If not, then it will only function at 1/2 strength. 

3. Sylvan Domain: The woods are green and free. As soon as the spell's target is in a forest setting or at least passes by a tree, the effects will occur. Otherwise, they will only find their way to the target after 1d3 turn's time. 

4. Metsan Haltja: Are the spirits near? The cleric must make a Wisdom check to connect with them to make the magic happen. If within woods, she gains a +4 to her check; +2 if another natural place. If not, then she must leave a small, fitting offering for them instead.

5. Lucky: The hunt may not always go as planned, but Mielikki still provides succor. All within 60' gain a +1 bonus to their ranged attack and spell rolls for the next 2d6 rounds under her blessing. 

6-8. No Side Effect: The magic works as usual this time. 

9. Woodland Herbs: Such bounty in the forest aids in all magic craft. If the cleric has had at least 1d3 turns to collect from such a setting that day, then the spell's effect, range, or duration can be increased by 50%.

10. Simplicity of Mehtola: With an animal nearby, or at least being unclad like one, then the cleric can add 50% to the spell's effect, range, or duration.

11-12. Huntress's Blessing: The magic occurs for twice its normal effect, range, or duration, as well as it not being expended that day. What is more, if the cleric is being merciful, in the forest, or unclad when casting the spell, then she can also sense the direction to one thing she seeks, whether prey or bounty, with Mielikki smoothing the way.


DCC RPG Conversion notes
Spell not being expended that day = gains a +2 bonus to its spell check 


Next week: Clerics of Mielikki, Part III!

Wednesday, June 10, 2020

Clerics of Mielikki, Part I


Mielikki
Neutral Finnish Goddess of the Forest, Hunting, & Succor

Tenets of Mielikki
* Be one with the forest
* Live simply, respect Nature
* Hunt only what you need
* Care for animals & the innocent

Clerics of Mielikki
Special: Mielikki is served by clerics, druids (see Volume II), & tietaja (Finnish shamanic wizards).
Allowed Weapons: Bow, sword, spear, knife
Allowed Armor: Leather or lighter
Symbols: Tree, Bear, Stag
Can Turn: Those who work against nature. If not known: humans- base 50% chance, evil humanoids or undead- base 75% chance, all others- base 25% chance.
Mysteries of Mielikki: Animals and forest denizens generally don't attack clerics of Mielikki. If one's wicked or somehow compelled to, then a cleric of Mielikki can choose to have it stop attacking her, up to once per day per level. 



Next week: Clerics of Mielikki, Part II!