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!



No comments:

Post a Comment