Wednesday, October 7, 2020

Fighter-Wizards of Lemminkainen, Part III

Much adventure comes with following such heroic audacity.

Divine Tests
-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.
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.

11-16. Sometimes, the adventures find you. Unless the fighter-wizard succeeds at 3 Charisma checks in a row, something fell befalls him. Roll 1d4.
[1] Alas, his wife (or nearest counterpart) goes to dance in the halls of many strangers, halls of joy and pleasure. Time to find a new one...
[2] Nowhere can the faithful of Lemminkainen find rest, not even for his mount for the next 24 hours. He may sit a while, but will always be disturbed by some old woman or babe.
[3] Pohjolans attack: 2d4 fighters with 1d3 levels each and 1d3 mean hounds that love to lick the blood of strangers (1d2 HD each)!
[4] For the next 3d4 hours, any fences, portals, or barriers the fighter-wizard comes to are either writhing with snakes or are made of fire. He (and any lucky others who are in the area) can save vs. paralysis to pass through them to only take 1/2 of the 4d6 damage each would otherwise inflict.

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!