Wednesday, November 27, 2024

Lyrists of Orpheus, Part II


Divine Tests
Enjoy the chords that the gods play, for otherwise this world might only break your heart.

1-11. The songs are spent. What can be regained? The lyrist loses access to some of his spells (50% chance for each one). Roll 1d7 to see what things he must do to get them back.
   [1] Make music for 3d6 turns.
   [2] Compose an original poem, taking 1d3 turns and an Intelligence check (DC 15), unless the lyrist's player composes one faster.
   [3] Challenge one who would seduce with voice or beauty. Doing so will likely earn her ire (an 85% chance), and the certainly of further tests from her.
   [4] Journey underground for 2d6 turns, alone.
   [5] Traffic with a random spirit for 1d3 turns. There's a 25% chance of it being hostile, in which case the lyrist must save vs. death/ make a Will save DC 10 or take 1d2 damage to a random ability score.
   [6] Look forward only and remain above ground. Do not gaze back or turn around for 1d6 turns.
   [7] Only sing or speak in rhymes for the next 1d6 hours.

Wednesday, November 20, 2024

Lyrists of Orpheus, Part I

Orpheus
Thracian Demigod of Music, Lost Love, Underworld Journeys, and Fate

Tenets of Orpheus
  • Harmonize the world with music
  • Seek one's lost love
  • Traveling to the underworld if need be
  • Don't look back

Wednesday, November 13, 2024

Priests of Zalmoxis, Part III

Spells of Zalmoxis
What one would test can bring greatness.

1st Level: Command, Cure Light Wounds, Detect Chaos (as Detect Evil, but senses those who are chaotic instead), Protection from Chaos (as Protection from Evil, but guards against the chaotic instead)Purify Food and Drink, Remove Fear (reversible), Sanctuary, Hold Portal*, Read Languages*, Bestow Blessing & Curse^ (link), Warding^ (link)

2nd Level: Augury, Bless, Find Traps, Hold Person, Holy Chant, Reveal Charm, Silence 15' Radius, Spiritual Weapon, Arcane Lock*, Knock*, Detect Invisible*, Call Champion^ (link), Conjure Realm^ (link)

Wednesday, November 6, 2024

Priests of Zalmoxis, Part II


Divine Tests
After trials, only that which is immortal will remain.

1-11. What one's fate may be just might be of one's own making. The priest loses access to a portion of his spells (50% chance for each one), potentially including his turn ability. Roll 1d6 to see what he must do to have each one restored.
   [1] Shoot 1d6 arrows into the sky, like with Zibelthiurdos (link).
   [2] Free one who has been bound by another that the priest doesn't know.
   [3] Be purer, giving up some pleasure or usual comfort for the next 2d12 hours.
   [4] Be delayed in his next travel by at least 1d20 turns, for the true journey is within.
   [5] Take an orderly approach to his next 1d3 activities, albeit secretly, so that no more than 1d3 others see each time.
   [6] Contemplate a past life for the next 2d10 turns. What will one behold?

Wednesday, October 30, 2024

Priests of Zalmoxis, Part I


Zalmoxis
Dacian God of Immortality, Divination, Asceticism, & Protection

Tenets of Zalmoxis
  • Transcend death, knowing oneself to have eternal life
  • Guidance shows the truth via the hidden
  • Purity leads the way
  • The wolf protects the domain

Wednesday, October 23, 2024

Clerics of Kotys, Part III


Spells of Kotys
Havoc explodes in both glory and gore.

1st Level: Command, Cure Light Wounds (reversible), Remove Fear (reverse), Allure*, Charm Person*, Dancing Lights*, Enlarge*, Bestow Blessing & Curse^ (link), Blasting^ (link)

2nd Level: Delay Poison, Hold Person, Holy Chant, Resist Fire, Snake Charm, Spiritual Weapon, Call Champion^ (link), Conjure Realm^ (link)

Wednesday, October 16, 2024

Clerics of Kotys, Part II


Divine Tests
Debauchery can prove liberating for most, whether asked for or not.

1-11.
 It is revelry who blesses those who come. The cleric loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d6 to see what she must do to get each one of them back.
   [1] Scream wildly for 1d6 turns.
   [2] Bathe in water or some other fluid for 1d3 turns. Screaming is optional.
   [3] Become quite drunken, taking -1d6 to all rolls for the next 2d6 turns. Screaming is likely.
   [4] Be unclad, or at least promiscuously inappropriately dressed, for 3d6 turns. Others may scream.
   [5] Attack the first remotely appropriate adversary she sees, whether to engage in violence, pleasure, or both. The two will tend to scream in any case.
   [6] Copulate with the next possibly appropriate partner she encounters for 2d6 turns. Screams are then certain.

Wednesday, October 9, 2024

Clerics of Kotys, Part I

Kotys
Thracian Goddess of Wildness, War, & Slaughter

Tenets of Kotys
* Be wild, free in one's ecstasy
* Make war, whether to do battle or indulge

* Leave none standing

Wednesday, October 2, 2024

Priests of Zagreus, Part III


Spells of Zagreus
What arises below can bring one to magic heights.

1st Level: Cure Light Wounds, Detect Magic, Light (Reversed), Remove Fear (reversible), Purify Food and Drink (on raw meat and wine), Sanctuary (in dark or underground areas), Detect Snares and Pits (D), Dancing Lights*, Bestow Blessing & Curse^ (link), Warding^ (link)

2nd Level: Augury, Bless (reversible), Find Traps, Holy Chant, Resist Fire, Reveal Charm, Silence 15' Radius, Charm Person or Mammal (D), Obscuring Mist (D), Amnesia*, Darkness Globe*, Magic Mouth*, Conjure Realm^ (link)