Wednesday, May 6, 2020

Clerics of Vainamoinen, Part III

Creation sometimes comes at a price, and it may not be for just a song.

Divine Tests
1-4. Let the time pass, let days go.... The cleric must pause for the next 2d6 turns, doing nothing else but sing a rune song or two while strumming his kantele. If he does so particularly well (a CHA check), then it need only be half the time.

5-9. What adventures one can find on the quest for the Sampo! The cleric loses access to some of his spells (50% chance for each one), including possibly his turn ability, in order to encourage him to seek them out. Roll 1d6 for each one lost to see what he must do to get it back.
[1] Venture to a new dark, cold, or northerly place.
[2-3] Defeat a worthy other in a song duel (with opposed CHA checks).
[4] Find a wife, or at least a good candidate in order to aid in one's creation.
[5] Fashion a new kantele, requiring 3d6 turns- using giant jawbones cuts that time in half.
[6] Spend time in a natural place, singing to and communing with the haltja (spirits) there for at least 3d6 turns. 

10-16. Oh, the lands sing, and the cleric should return the favor. He must immediately travel to a certain land type to perform a task there for the next 1d4 hours. If not, he runs the risk of going to Pohjola instead (per 17+ below, a base 66% chance). 
Land type (roll 1d6): [1] Mountain, [2] Forest, [3] Water, [4] Sauna, [5] Field, [6] Graveyard. 
Tasks (roll 1d6): 
[1] Build a canoe, but also have a 50% chance of accidentally striking his knee each hour for 1d12 damage.
[2] Be judged by strange, berry-born children: save vs. spell each hour or take 1d2 Charisma damage from the shame.
[3] Attempt to woo a suitable wife candidate if one is within range- careful she doesn't drown herself first!
[4] Compose a new poem, done in trochaic tetrameter of course.
[5] Attempt to
uncover a new synty (origin-word that grants a +2 bonus to any spell rolls made for that thing), but it must be something he can see at that land type- he can attempt to do so with an INT check each hour.
[6] Be challenged by 1 dark, cold, or northerly foe at the end of each hour who must be fought with a song duel.

17+ The Sampo calls and the cleric must journey now to the dark land of Pohjola. He and any nearby who wish to go with him are gone for 1 day. Unless the Referee decides to adjudicate the adventure more specifically, it is shown that upon their return (if they still live), each took 1d20 damage and had a 10% of recovering the fantastic item. What the Sampo is, depends (roll 1d3): [1] a magic item, [2] a new spell or ability, [3] an outstanding wife. For every divine test result over 17, increase the time they were gone by 1 day, the damage by an additional 1d20 each, and the chances of recovering the Sampo by an additional 10% total. 

DCC RPG Conversion Notes
Charisma check = Personality check DC 15
Turn ability= Turn Unholy ability 
Save vs. spell = Make a Will save DC 15

Next week: clerics of Vainamoinen, Part IV!