Thursday, July 28, 2022

Clerics of Arawn, Part III

The hunt may lead to death or someplace else entirely. 

Divine Tests
1-8. What does today's catch demand? The cleric loses access to some of his spells (50% chance for each one), possibly including his turn ability. Either roll 1d6 or select which fits best to see what he must do to have each one returned. 
[1] Hunt down prey, at least cornering one that is worthy (of equal level/ HD or more). (Lord of the Hunt)
[2] Patrol the immediate area for the next 2d6 turns, preferably with hounds. (Lord of the Hunt)
[3] Bring something to its end. (Lord of Death)
[4] Cause fear in another that is worthy (of equal level/ HD or more). (Lord of Death)
[5] Show another one great respect. (Lord of the Otherworld)
[6] Travel to somewhere new. (Lord of the Otherworld)

9-16. The time is upon the cleric. Roll 1d3 to see what it is or select what's most deserved.
[1] One of his most prized pets or possessions is stolen, likely by some farm laborer or other, Amaethon-like individual. Until he recovers it, he gains a +2 bonus to all hunting-related rolls. (Lord of the Hunt)
[2] An adult someone within a random direction of him must save vs. death/ make a Will save DC 10 or die. If they save, then another adult someone within a random direction of them must do the same until one dies. Afterwards, the cleric gains a +2 bonus to detect death-like things. (Lord of Death)
[3] He (and any who are within 1d12 x 5' of him) is sent to an Otherworld. See the table listed for Manannan in Volume II. There will be 1d3 divergences from the cleric's home realm, though he can discover a way home sometime within the next 4d6 hours, being able to come and go between both worlds from those set points from now on. (Lord of the Otherworld)

17+ And what respect has the cleric earned? Arawn will tell by sending a challenge each day for every divine test result over 16. What is more, the cleric will be unable to use or benefit from any magic during this time. See which one it is by choosing or rolling 1d3.
[1] The cleric is attacked by Arawn's white hounds with red ears, the Cŵn Annwn. He must save vs. paralysis/ make a Reflex save DC 15 or take 6d6 damage. If he survives every day of the attacks, he gains the ability to summon the Cŵn Annwn up to once per week. When he calls them, they will do the same to someone else who is within 1 mile who must save or take the damage. (Lord of the Hunt)
[2] The cleric encounters a foe of equal level/ HD whom he must defeat in single combat. Unlike the other variations of this divine test, he can use his magic during the duel, but still not before or after. If he survives, Arawn gifts him 1d3 otherworldly pigs. Each one will return after being eaten, and can thus provide food indefinitely. (Lord of the Dead)
[3] Arawn's wife ends up wherever the cleric sleeps. He must save vs. spell/ make a Will save DC 15 to resist lying with her and losing all his clerical powers until he atones. If he does save and resist the urge every night of the temptation, then Arawn will be so pleased that he will let the cleric ignore 1d2 future divine tests of his choice. (Lord of the Otherworld)

For random Arawn encounters, see here.


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Next week, Clerics of Arawn, Part IV!