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).

Roll 1d12
1. One party member's mother warns them about an upcoming encounter below (reroll on this table to determine which one). They would be wise to heed her wisdom. 
2. 2d6 taunting maidens dwell here. Being of 1d4+4 Charisma each, one might wish to abduct one for wifeing purposes, but also being Pohjolan, one might pass. Even when taken and betrothed, she may wish to dance with others in the halls of joys and pleasure (a base 25% chance per month)...

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.
Pohjolan Swordsmen: Align: C, MV: 40’, AC: 6, HD: 1, Atk: 1 sword, Dmg: 1d6, SP: none, SV: F1, Mor: 8 (4 if Host is slain)
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)
Pohjolan Host: Align: C, MV: 40’, AC: 3, HD: 4, Atk: 1 sword, Dmg: 1d8+2, SP: abilities of 4th level fight, SV: F4, Mor: 10
5. A hiisi moose is rumored to dwell here. Those who come across it (a base 10% chance of searching each hour) will find the rumors to be true, the beast to be a dire moose with treelike qualities, and it has an incredibly foul disposition. There's also a 25% chance of running into 1d4 lightly clad forest-dames (Finnish dryads) each hour.
Hiisi Moose: Align: C!, MV: 70’, AC: 7, HD: 4, Atk: 1 gore, Dmg: 2d8+2, SP: immune to mind/animal effects, can be treated as a plant, SV: F4, Mor: 6
6. With a hideous, fiery neigh, one of Lempo's fire-expiring stallions dashes forth! Even though it would seem an otherwise normal horse, the stallion's hide is continually aflame, causing terrible burns to any who come too close. Only some sort of dousing will allow it to be ridden.
Fire Stallion: Align: N, MV: 90’, AC: 8, HD: 2, Atk: 1 kick, Dmg: 2d6, SP: those within 3' take 2d6 fire damage each round, SV: F2, Mor: 3

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!
Blind Shepherd of Death: Align: C, MV: 20’, AC: 9, HD: 2, Atk: 1 bow, Dmg: 1d6, SP: +6 to hit with his bow; those struck must also save vs. death or die! (those slain may then also only be resurrected by their mother); otherwise blind, SV: F2, Mor: 12

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.
Fire Eagle: Align: C, MV: 120’ (fly), AC: 7, HD: 3, Atk: 1 fiery bite/ 2 fiery claws, Dmg: 1d6+3/ 1d3+3  (fire), SP: those within 3' take 2d6 fire damage each round, may breathe a 60' cone of flame for 3d6 damage every 3 rounds, SV: F3, Mor:8

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!
Hideous Wolf: Align: N, MV: 70’, AC: -2, HD: 2, Atk: 1 bite, Dmg: 1d4+2, SP: very hard to injure and has 75% magic resistance, but will stop to eat any food or prey given, SV: F2, Mor:12
Hideous Bear: Align: N, MV: 50’, AC: -2, HD: 4, Atk: 1 bite, Dmg: 1d6+4, SP: very hard to injure and has 50% magic resistance, but will stop to eat any food or prey given, SV: F4, Mor:12

11. All manner of lizard and serpent slither here. For the next 2d6 rounds, each party member must save vs. paralysis or be bitten for 1d3 damage and then must save vs. poison or fall unconscious for 3d6 rounds (to be potentially bitten again). What is more, there's a 15% chance each round of a very large serpent with 100 eyes showing up too.
100-Eyed Serpent: Align: C, MV: 30’, AC: 6, HD: 6, Atk: 1 bite, Dmg: 3d6, SP: those bitten must save vs. poison or die!; cannot be surprised or flanked (it has 100 eyes!) , SV: F6, Mor:10
12. One faithful in Lemminkainen approaches. Apart from his obvious brash, minstrel-upstart ways, conversation will reveal that he is actually (roll 1d12): [1-2] just one who greatly emulates Lemminkainen, [3-4] a Tiera-type fighter-henchman, [5-9] a fighter-wizard of Lemminkainen , [10] a fighter-ranger of Lemminkainen , [11-12] a wizard-bard of Lemminkainen
DCC Conversion Notes
Save vs. death= make a Will save DC 10
Save vs. paralysis= make a Reflex save DC 15
Save vs. poison= make a Fortitude save DC 15
Next week: noitas of Louhi!