Wednesday, May 14, 2025

Bronze Age Clerics, Part II

Bronze Age Tests
Great works may collapse with an even greater fall.

1-9. The gods appear angered! The bronze age cleric loses access to all his spells and his turn ability. Roll on a matching table below to determine what tasks he must perform to have each one of them restored.

Glorious Warrior (d6)
  [1] Ride upon a c
hariot with 3d4 or more spectators viewing the resplendent act.
  [2] Hold twin, golden weapons before the brilliant sun.
  [3] Spy a new land, place, woman, or group to be conquered by his might, drinking well afterwards in celebration.
  [4] Deposit 3d3 weapons in water, or have them be bent and buried as an offering at least.
  [5] Capture 2d3 cattle, whether beasts or lesser men.
  [6] Impressively defeat 1d3 foes from a rival group.

Palace (d8)
  [1] Transcribe upon clay tablets to record the deed, requiring 1d6 turns.
  [2] Arrange for a trade worth 1d6 x 100 gps or more between two individuals or groups, or at least put aside such material for a later transaction.
  [3] Spend 2d6 turns in one's home temple / palace megaron, attending to matters and prayers.
  [4] Administer work upon a construction project, preferably one that's cyclopean, taking at least 2d6 turn's time once sufficient laborers are found.
  [5] Properly view the heavens and a calendar for a minimum of 2d6 turns.
  [6] See that 1d6 x 10 urns, beakers, or other useful items are properly distributed amongst the elite of one's people, whether living or passed.
  [7] Stand within a massive circular structure of earth, wood, and/or stone of at least 1d6 x 100' in size.
  [8] For no less than 3d6 turns, work and plan against those who would rival or betray one's palace-state.

God-King (d6)
  [1] Share power with an equivalent of (nearly) equal magnificence for 2d6 hours. Afterwards, the counterpart can be dealt with as needed.
  [2] Bear a ceremonial weapon for 4d6 turns, perhaps even having to use it if need be.
  [3] Admonish 2d3 subordinates or those who he would wish were subordinate.
  [4] Acquire 1d3 underlings who will give him ongoing service and slavishly acknowledge his splendor.
  [5] Amass wealth, items, and/or status to work towards an even more impressive position and grave, with a value equal to or greater than 1d6 x 100 gps.
  [6] Destroy a rival, or at least work for 3d6 turns to making the destruction occur with superior scheming and more!


10-16. To be reforged, one must be made of better copper and tin. 
Roll again to see what affects the bronze age cleric forever more.

Glorious Warrior (d6)
Ready for heroic universal battle, warriors! The cleric gains a mighty martial boon from the list below, but also must save vs. death/ make a Will save DC 10 to resist not becoming aggressive or violent in each new situation from now on, even if doing so would be unwise. The save becomes 2 harder each time this test is experienced, as well as any rerolled bonuses combining. Roll 1d6.
   [1] +5' speed
   [2] +1 AC
   [3] +3 hit points
   [4] +1 attack for every 3 rounds of melee
   [5] +1 damage
   [6] +1 to saves (except with regards to this and other bronze age tests)

Palace
Proper ways allow for greater harmony. The cleric can reroll his magical side-effect results, but must take the second one. In return, he must do one of the following going forth, whether he wishes to reroll his magical side-effect or not. Subsequent results of this test allow for additional magical side-effect rerolls along with additional requirements below. Roll 1d6.
   [1] Take 1d3 extra rounds to cast his spells.
   [2] Engage in a procession involving at least 1d3 others for 1d3 rounds before or after casting his spells, preferably within 1d3 hours and with horns being blown.
   [3] Perform one of bronze age test results #1-9 above once per day even if not needing to recover his spells or turn ability.
   [4] Challenge 1d3 warriors to restrain their thirst for conquest to better defend the palace-state. Most will take offense at that.
   [5] Implore at least 1 ruler to restrain their ambition in order to benefit the palace-state. Most rulers will then weigh the merit of restraining their wrath on the palace cleric.
   [6] Make sure that wheels, the sun, and other fitting cycles are present or seen.

God-King (d10)
Few can deny the god-king's divinity now! Along with an otherworldly look, he becomes immune to harm from something specific from the list below. In return, he must also save vs. death/ make a Will save DC 10 to resist not becoming arrogant or domineering in each new situation, even if doing so would make most want to experiment with every possible way to harm him. The save becomes 2 harder each time this test is experienced too.  Roll 1d10.
   [1] bronze weapons
   [2] copper weapons
   [3] stone weapons
   [4] bone weapons
   [5] wooden weapons
   [6] natural weapons, such as fists, claws, horn, or teeth
   [7] fire or heat
   [8] water or cold
   [9] air, the lack thereof, or lightning
   [10] acid, poison, or plant


17+ They come for the bronze age cleric now. Beware! Those who fail to succeed at this test will become dark age clerics instead (detailed in a few weeks); that is, if they survive.

Glorious Warrior
The cleric must travel to a rival area, preferably with allies and by sea, to destroy a rival group. He will be gone for at least 1d3 days per bronze age test result over 16, taking 1d10 hit points per each bronze age test result over 16 too, unless the Referee wishes to roleplay the adventure instead. In any case, upon his return, the adventure is shown to not yet be at an end since he must defeat upstart foes who have invaded his own land during his absence! They number the same as the bronze age test result, each with 1 HD. See end of Part III for their stats.

Palace
The palace the cleric belongs to is beset by raiders numbering 3x the amount of the bronze age test result, each with 1 HD. He must help the guards deal with them, for the attackers have no interest in just governance. 1d4 x 25% of his possessions and hit points will be lost in the turmoil. The palace itself has a 100 - (the bronze age test result x 2)% chance of surviving and him thereby succeeding. See also the Bronze Age encounter in Part III for ideas.

God-King
One's own underlings turn on the cleric in an outrageous case of betrayal! They must be defeated before they defeat him. If not known just how many underlings the cleric has, he takes 1d20 damage per bronze age test result over 16 from their attacks on him, so perhaps he should find out or he may have to flee!



Next week: Bronze Age spells, Folk & Epoch Variations, and a Bronze Age encounter! 
RPG srd Old School 1st ed AD&D Bronze Age