Within the dark lands of Pohjola, many dangers lurk. Though such incidents are covered in Lemminkainen's and other Finnish divinities' encounters, the following three tables can be used to generate a great variety of such fell folk & beast. Thus, beware of hideous, arrogant, maniacal Pohjolan hounds that are immune to injury (but must stop to eat any food provided) and taunting old women who are flaming, poisonous, good at dueling, and very large!
Wednesday, November 25, 2020
Wednesday, November 18, 2020
Wednesday, November 11, 2020
1-9. Show those uppity lighter-types a thing or two! The noita must bring about some woe upon a Finn, preferably a Finnish man, though if such are unavailable, other types of western humans will do. Until then, Louhi will bar the noita from using some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d10 for each one lost to see what must be done to reclaim it.
 Cajole the next one she meets, demonstrating the hospitality of Pohjola.
 Find and harass one at their home or place of work, refusing them rest .
 Arrange a beating, though the noita will need some minions to make sure the victim is outnumbered so that it's especially demeaning.
 Offer one something of beauty in return for performing some task, and then refuse them it even when accomplished.
 Give them one of the 9 diseases- any of the noita's magical side-effects would do nicely.
 Take one's possessions, excusing the theft with the claim that they were probably already stolen anyway.
 Get 2d4 minions to defile and despoil an undefended place or symbol held sacred by them, all in the name of 'justice'.
 Subvert one of their votes or officials, so as to turn things in favor of Pohjola. If unclear, an emissary of Tuoni (Louhi's father and the Finnish equivalent of Nergal- the latter detailed in Volume III) will arrive to help show the noita what to do.
 Put their name on a list, allowing other Pohjolans to know where to best attack them.
 Have a dangerous beast, preferably a hound or a bear, greet one as a guest for dinner.
 +2 to all saves,  +1 to all rolls for one random spell she knows,  may cause fear (as the spell) once per day, though the save is 4 easier than usual,  can sense the presence of Finns (or the like) within 60'- all the better to harm them
17+ Louhi grabs the sun and moon (or performs some similar apocalyptic act), causing great calamity in a 1-mile radius. All within that area must save vs. death or experience a random misfortune of her side-effects. The noita is affected differently though: she must save to resist losing her most treasured item, as Louhi lost the Sampo. And for every divine test result over 17, the affected area increases by an additional mile. The noita would naturally wish this to occur in Finnish lands, though the presence of any devout followers of Vainamoinen would make the save 4 easier for all who would resist such disease and 4 harder for her to resist losing her item.
DCC RPG Conversion Notes
Turn ability= Turn Unholy ability
Save vs. death= make a Will save DC 10
Next week: noitas of Louhi, Part IV!
Wednesday, November 4, 2020
The cold, dark north births great calamity. So too does the magic of Louhi, for not only may her noitas need meet some requirement, but those so targeted by her spells will often experience additional misfortune. Such side-effects can be resisted (by saving vs. death), but then any beneficial aspects of the spell will also be halved. In any case, roll a d12 and a d10 to determine what occurs.
1-2. Blind Daughter of Tuoni: The noita loses her ability to see for the next 3d4 rounds.
3-4. Cold-Cast: The spell must be cast in an area of 40 degrees or lower. If not, then it will occur once such an area is reached.
5-6. Dark Ways: Fitting for one who's black in heart and soul and visage, all within 120' becomes dark for the next 2d6 rounds, making it hard for all without special ability to see.
7-8. Usual Magic: The magic casts normally, though the spell's target may still suffer misfortune, maintaining most of its nastiness.
9-10. Impregnation of the East Wind: If the noita anoints her sacred members in order to actually give birth to the spell (a process taking an extra 3d6 rounds), then her labors may be lightened and its effect, range, or duration can be doubled.
11-12. Pohjolan Magic: The magic works for twice its normal effect, range, or duration, as well as it not being expended that day. What is more, the noita will be able to sense the presence of any Finns (or others that don't belong in the cold, dark north) who are within 60' for the next 3d6 rounds.
The target must save vs. death or suffer (roll 1d10):
1. Colic: Collapse in pain, crying over some obstruction for the next 2d3 rds.
2. Pleurisy: Must make a INT or CON check to be able to breathe enough to even move each round, lasting for the next 2d6 rounds.
3. Fever: Suffer very unpleasant heat, causing a set -1d6 to all rolls for the next 1d6 turns.
4. Ulcer: Undergo intermittent, sharp pains and a variable -1d6 to all rolls for the next 1d6 turns, rerolled every turn.
5. Plague: Reroll on this table and the result becomes communicable. Those who come in contact with the target while experiencing the rerolled effect must save vs. death or also begin experiencing the effect too!
6. Consumption: As Pleurisy, but is contagious (as Plague).
7. Gout: Be wracked by intense pain for the next 2d6 rounds, must make a STR or WIS check to move each round.
8. Sterility: Cannot mate for 1d6 days!
9. Cancer: Lose 1d6-1 from each ability score each day for the next 3d12 days. Death occurs if any score is reduced to less than 3 during that time (unless this effect is removed before then- as a curse).
10. Strife & Envy: Begin hating Finns, males, and pretty much anything else that's not Pohjolan for the next 1d6 turns. Must save vs. death to resist acting on those feelings if the situation warrants.
DCC RPG Conversion notes:
Spell not being expended that day = gains a +2 bonus to its spell check