Wednesday, December 21, 2022

Clerics of Hretha, Part IV

Spells of Hretha
Upon the wind, Hretha's call resounds.

1st Level: Command, Cure Light Wounds, Light (reversible), Protection from Evil, Remove Fear (reversible), Resist Cold

2nd Level
: Augury, Bless, Delay Poison, Holy Chant, Resist Fire, Reveal Charm, Silence 15' Radius, Spiritual Weapon (appearing as the wælcyrgie wielding it), Shatter*

3rd Level
: Continual Light, Cure Disease, 
Cure Serious Wounds, Glyph of Warding, Speak with Dead, Striking, Call Lightning (D), Explosive Runes*, Haste*, Protection from Normal Missiles*

4th Level
: Create Food and Water, 
Enchant Arms* (they do gain an actual +1 bonus to hit and to damage), Gust of Wind*, Teleport* (requires being in midair to travel to a place of the same)

5th Level
: Blade Barrier 
(appearing as the wælcyrgie wielding them), Commune, Cure Critical Wounds, Dispel Evil, Quest,, Control Winds (D)

6th Level
Find the Path, Heal, Plane Shift, Word of Recall (as Teleport*, above)

7th Level
Holy Word, Restoration, Summon Spirit (wælcyrgie, see below), Wind Walk

The Wrath of Wendhild (an Anglo-Saxon Encounter)

Background: Entering a windswept clearing, whether outdoors or even in large cave, a strange voice challenges them. It sounds somewhat high pitched, though it could be the winds distorting it.

If they don't turn back, a random, lucky party member is charged by a mounted Anglo-Saxon noble, Anslan, armed and armored for battle. He is quite young though (thus the girlish voice) and will likely lose the contest. The main threat is his shield-maiden protector- one faithful in Hretha (and in Anslan to a much lesser extent).

The winds blow from the northwest throughout the encounter, causing all ranged attacks pointed at or near that direction to suffer a -1d4 to hit.

Main Event: Shield-woman Wendhilda, nicknamed 'Wendy', will resolutely engage any party members who attack Anslan. Others who intervene will also be met with her wrath.

Considerations:  If Wendhild is obviously outmatched, add 1 or more other shieldmaidens to assist her. and keep the winds at her back. None of them need to save to fight- once battle has been joined with Anslan, they aren't technically initiating the combat.

If she slays the offending party member(s), then she (and any other shield-maidens who might be there) will carry off Anslan, laughing in a satisfied manner.

If she herself is defeated, then male characters must save vs. spell/ make a Will save DC 15 or wish to spare her- for she may be useful. She is quite fetching, and would prove a very potent consort. Still, such courtship will likely not end well, for it would mostly be (roll 1d4): [1] stormy, [2] tempestuous, [3] howling, or [4] a breeze.

Connections: Anslan is the son of one of the thanes in the Dinner with Long Knives encounter (link). Wendhild has a cordial rivalry with Aelfhea.

AnslanYoung Anglo-Saxon Noble  
Align: N, MV: 80’ (mounted), AC: 3, HD: 1, Atk: 1 (lance or seax), Dmg: 1d8 or 1d5, SP: enjoys the protection of Wendhild, amongst other perks, SV: F1, Mor: 7, Items: chainmail, helm, lance, seax, horse, 5d20 gold pieces.

WendhildLvl 3 Anglo-Saxon Shield-Maiden of Hretha 
Align: N, MV: 35’, AC: 2, HD: 3, Atk: 1 (long seax), Dmg: 1d7+2, SP: quite fetching, spells known/ prepared (1st: Cure Light Wounds, Protection from Evil; 2nd: Spiritual Weapon 
(appearing as the wælcyrgie wielding it), SV: F3, Mor: 11, Items: chainmail, large shield, helm, long seax, 2d20 gold pieces

Next week: our series on Anglo-Saxon divinities continues with Ing!

Sunday, December 18, 2022

Now Available

The Magic of the Finns & Slavs await!

Click to order via Drivethru RPG here

And a good video sample can also be found here.

Have you unleashed the mighty power of Divinities and Cults in your game yet? 

Myth-based Resources for Clerical Spellcasters in Old School Roleplaying Games
Divinities and Cults: Volume IV explores the deities and myths of both the Ancient Finns & Slavs, allowing one to incorporate rules for their followers into classic RPG’s via new tenets, guidelines, turn abilities, mysteries, magical side-effects, divine tests, and spells. With outstanding color art by Luigi Castellani and an amassing of new lore, this pdf will be a welcome addition to your Divinities & Cults library.

Like previous volumes, this tome is compatible with the various Old School Editions and their Retro-clones. Many of the additional rules can be easily applied to similar cultures too.

Contents include:

Ilmarinen, Ilmatar, Lemminkainen, Mielikki, Ukko, Vainamoinen, Additional Finnish Divinities (partial descriptions)

Baba Yaga, Dazbog, Lada, Mokosh, Morana, Perun, Svarog, Veles, Vesna (partial description)

Chernobog, Louhi, Loviatar (brief description), Uncle Steel Dwarf

Bronze Age & Iron Age Magic, Cleric-types, Clerical Bans, Kapische, Summoning Monsters & Spirits, Variable Spells Known & Abilities, Variant Traditions

Bogatyrs (Slavic Heroic Knights), Druzhina (Slavic Warrior Bands), Fighter-Wizard Variations, Finnish Shamans, Finnish Warriors, Kolduns (Slavic Sorcerers), Priests (Finnish & Slavic), Noitas (Finnish Shamanic-Witches), Tietajas (Finnish Wizard-Shamans), Vedmas (Slavic Witches), Volkhvs (Slavic Oracular Priests)

Pohjolan Folk & Monsters, Slavic Vampires, Zmey

Bannik, Finnish Ancestral Spirits, Finnish Nature Spirits, Finnish Fey (Tonttu), General Rules, Slavic Domestic Spirits, and more!