Louhi Encounters
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
Noitas of Louhi, Part V
Wednesday, November 18, 2020
Noitas of Louhi, Part IV
Spells (Louhi)
Cold, dark northerly magic abounds, cast on foes with the teeth of Pohjola's hounds.
Wednesday, November 11, 2020
Noitas of Louhi, Part III
Divine Tests
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.
[1] Cajole the next one she meets, demonstrating the hospitality of Pohjola.
[2] Find and harass one at their home or place of work, refusing them rest .
[3] Arrange a beating, though the noita will need some minions to make sure the victim is outnumbered so that it's especially demeaning.
[4] Offer one something of beauty in return for performing some task, and then refuse them it even when accomplished.
[5] Give them one of the 9 diseases- any of the noita's magical side-effects would do nicely.
[6] Take one's possessions, excusing the theft with the claim that they were probably already stolen anyway.
[7] Get 2d4 minions to defile and despoil an undefended place or symbol held sacred by them, all in the name of 'justice'.
[8] 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.
[9] Put their name on a list, allowing other Pohjolans to know where to best attack them.
[10] Have a dangerous beast, preferably a hound or a bear, greet one as a guest for dinner.
[1] +2 to all saves, [2] +1 to all rolls for one random spell she knows, [3] may cause fear (as the spell) once per day, though the save is 4 easier than usual, [4] 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
Noitas of Louhi, Part II
Magical Side-Effects
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.
REQUIREMENT (d12)
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.
MISFORTUNE
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
Wednesday, October 28, 2020
Noitas of Louhi
Louhi
Chaotic Demon Lord of Pohjola
* Tempt them with beautiful rewards...
* ... and betray them whenever possible
* Unleash great calamity too
Next week: Noitas of Louhi, Part II!
Wednesday, October 21, 2020
Fighter-Wizards of Lemminkainen, Part V
Lemminkainen Encounters
In a strait, all things are useful. Lemminkainen will see just how resourceful the party is. And if things get too dicey, there's always a base 25% chance of one faithful in him showing up to join in the adventure too (per result #12).
3. The party can't rest their mounts anywhere, nor remove their armor (barding or human-type). Whenever such is attempted, annoying phantom babes and old women show up to chastise them and prevent it. Such a curse can only be identified by one faithful in Lemminkainen (or similar divinity), though a follower of another divinity would actually be needed to remove it.
4. What lies ahead? A Pohjolan hold! Within, one will find 2d6 Pohjolan swordsmen drinking flagons of beer with snakes and lizards at the bottom, 1d4 dogs that love to lick the blood of strangers, and 1 Pohjolan host, ready to duel. There's also a 50% chance of 1d4th level noita of Louhi being within (detailed next week) to lead the dark northerners as a Hostess, as well.
Bloodlicker Dogs: Align: N, MV: 70’, AC: 8, HD: 2, Atk: 1 bite, Dmg: 1d4, SP: +3 to hit those who are bleeding, SV: F2, Mor: 9 (1 if Host is slain)
7. Gliding upon a nearby death river is a black swan, or some other surprising event. Such a sight might seem an epiphany; that is, until a blind shepherd (with surprisingly good aim), begins cursing profusely and opens fire!
8. A glowing, smoky wall of flame blocks the way ahead. All who attempt to pass through will take 10d6 damage. Another route must be found, unless travelers are overly fond of a sauna.
9. As the party rounds a turn, they discover a lava river flowing beyond. Luckily, it seems like it can be bypassed with a minor detour. Unluckily, within the river is a rocky pinnacle. From that springs a fire eagle intent on bringing the fire directly to the party.
10. What is that I hear? Something sounding like a howl and a roar... Those who remain to find out will be attacked within 2d4 rounds by a hideous wolf & black bear. These monsters will aggress relentlessly until given something to eat. Otherwise, the party members will do!
Wednesday, October 14, 2020
Fighter-Wizards of Lemminkainen, Part IV
2nd Level: Bless, Silence 15' Radius, Burning Eyes (as Burning Hands*, but shoots from the fighter-wizard's eyeballs instead), Fire Arrows (as Magic Missile*, but are on fire), Sleep*
3rd Level: Conjure Animals (only to distract, perform nonviolent actions, or feed/ feed on other animals), Call Lightning (D), Hold Animal (D), Invisibility*
4th Level: Create Food and Water, Fire Sword (causes the fighter-wizard's sword to be engulfed in flame, allowing it to cause +1d6 damage per round to those it hits for 1 round per caster level; can also be used to cut through walls of fire). Summon Sylvan Beings (D), Haste* (over snow only), Ice Storm*
5th Level: Dispel Evil, Summon Spirit (ancestral, elemental, or nature spirit), Hallucinatory Terrain (D), Feeblemind*, Polymorph* (self; eagle form only)
For those looking for more specialized followers of Lemminkainen, there can be ranger-wizards or bard-wizards too.
Wednesday, October 7, 2020
Fighter-Wizards of Lemminkainen, Part III
Divine Tests
1-10. What shall the fighter-wizard go forth and seek? He loses access to all of his spells- roll 1d10 for each one to see what he must do to get it back.
[1] Find a beautiful (potential) wife with braided tresses, especially if he doesn't have one already.
[2] Abduct a beautiful (potential) wife, since finding one may not be enough.
[3] Stand up to the next group he encounters: stilling sneers, silencing taunts, and crushing bosoms.
[4] Abstain from war, not initiating combat for the next 4d3 hours unless someone else initiates it first.
[5] Insult a shepherd.
[6] Acquire a new, well-made item: even better if it's magical.
[7] Hunt a moose or similar beast for at least 1 hour. There's a base 25% chance of it being found each turn, and it will be hiisi (dire: +4 HD, +2 dmg)!
[8] Roll for a divine test from Mielikki, hopefully also enjoying some wooded place and meeting some fetching forest-mothers too in the process (2d4 Finnish dryads- a base 33% chance of the latter).
[9] Bridle a wild horse, though it will become inflamed once found, causing 2d6 damage each round to all who come within 3' of it.
[10] Find a swan, but if it's black (a base 25% chance), then the fighter-wizard immediately experiences a 12 +1d6 test on this table.
17+ Beware of Nasshut, the blind Pohjolan shepherd! The fighter-wizard is slain by such a cur's serpent arrow, chopped to pieces, and dropped in the nearest river. He can only then be resurrected by his mother raking his pieces back together, but she must do so within 3 days' time. If his mother is still alive, she will know, for his hairbrush will give the telltale sign of oozing blood. If not, then he remains slain. And for every divine test result over 17, reduce the number of days she has to save him by 1. Wise followers of Lemminkainen often keep their mothers (and their hairbrushes) not too far for just this reason.
DCC RPG Conversion Notes
Charisma check = Personality check DC 15
Save vs. Paralysis = make a Reflex save DC 15
Next week: fighter-wizards of Lemminkainen, Part IV!
Wednesday, September 30, 2020
Fighter-Wizards of Lemminkainen, Part II
2-3. Minstrelsy: Whether it be entreating with song or haranguing would-be mockers that one would defy, a Charisma check is needed now. Otherwise, the spell only works at half strength.
4-5. On the Hunt: One must take what one quests for! If the casting would help the fighter-wizard gain something, whether another's loyalty or some tangible object, then it will work normally. If not, then roll on Mielikki's Magical Side-Effects table, since Lemminkainen was known to follow her on his own hunts.
6-8. No Side Effect: The spell works normally this time, though it still must be spoken or sung.
9-10. Fine Item: If holding a fitting weapon, garment, or tool that is well-made to cast the spell, then its effect, range, or duration can be doubled. If not, then the spell just works normally and he should get such an item soon!
11-12. Oath-Made: The magic can be cast for twice its normal effect, range, or duration, but only if the fighter-wizard is currently abiding by some promise or, even better, breaking one since the other reneged on the deal first.
DCC RPG Conversion notes:
Next week: Fighter-Wizards of Lemminkainen, Part III!



