Wednesday, June 29, 2022

Priestesses of Arianrhod, Part III

Many challenges can bring up more than one might expect. 

Divine Tests
1-8. It is time for the priestess to do her duty beneath the firmament above. The priestess loses access to some of his spells (50% chance for each one). Either roll 1d6 or select via which aspect fits best to see what actions she must perform to get them back. 
[1] Hold someone's feet for at least 1d3 hours (hopefully they wish them to be held). (Dutiful)
[2] Prove her virginity or loyalty to her husband by walking over a rod for at least 1d3 others. (Dutiful)
[3] Place a tynged (i.e. geas, taboo) on another, whether magical or mundane. In any case, the one affected will most likely then see the priestess as a foe (a base 85% chance). (Mystagogue)
[4] Help another to overcome a tynged, whether the priestess placed it on them or not. (Mystagogue)
[5] View the night sky for at least 1d6 turns. (Celestial)
[6] See a new silver wheel or celestial object, or at least one she's not seen for the last 5d6 days. (Celestial)

9-16. A great event comes to the priestess. Pick what fits best or roll 1d4.
[1] She gives birth to 1d3 children. They will age at double the normal rate and have some other special talents, reflecting the sun or the sea (per Referee). (Dutiful)
[2] Someone arrives who has been tynged or otherwise treated quite badly, whether by the priestess or another, yet they 
still live. They will remain until at least one of those elements are changed. Afterwards, the priestess will be able to sense that element when within 120' for the next 1d3 days. (Mystagogue)
[3] The stars and/or moon shine brightly whenever she's outside for the next month, illuming any who might wish to hide from her, but also preventing her from doing the same. (Celestial)
[4] A snowy owl or other great, white bird descends upon her. She takes 1d20 damage, but also becomes even more white herself afterwards, gaining +2 Charisma. (Any)

17+ As Arianrhod circles above, the priestess is called away. Gone for 1 day per divine test result over 16, she has a 75% chance of returning with a new skill. If not, then she may not return at all. Select or roll 1d3.
[1] Can cause someone whose feet she holds to save vs. spell/ make a Will save DC 15 or not wish to fight and otherwise feel quite satisfied. Increase  the save by 4 for every time this skill is selected. (Dutiful)
[2] Can detect, remove, or give a curse once (or one extra time) per day. (Mystagogue)
[3] Can reroll one roll once per day when any sort of silver wheel is 
in sight(Celestial)

For random Arianrhod encounters, see here.

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Next week, Priestesses of Arianrhod, Part IV!

 

Wednesday, June 22, 2022

Priestesses of Arianrhod, Part II

Arianrhod's Magical Side-Effects
Whether calling upon her as dutiful, mystagogue, celestial, or all three, roll 1d12 and consult the table below. Requirements (if called for) are based on her aspects beyond that.

1. Gofyniad: Something is needed for the spell to work. Once given, it will.

2-3. Cymwynasgar: If something isn't provided, then the magic will only occur at 50% its usual strength. 

4. Yn Araf: The spell will happen, but if the priestess doesn't perform a requirement, its effects will only transpire 2d3 turns later.

5. Teyrnas Arianrhod: All within 1d6 x 10' gain a +1d3 bonus to certain rolls for the next 2d6 rounds, depending on which one of Arianrhod's aspects is manifest (roll 1d3): [1] duty, [2] mystic initiation, or [3] night time firmament. 

6-8. Awen Arwydd: Except for a possible, minor occurrence representing one or more of Arianrhod's aspects (a 50% chance), the spell works as usual this time. 

9. Mad: The spell needs a requirement and will also have a 50% bonus to its effect, range, or duration. If not given, nothing will occur.

10. Gwell: The magic's effect, range, or duration can be boosted by 50% by adding a requirement. If that doesn't happen, then it simply works normally. In addition, if the priestess does add a requirement, then she can gain a +2d3 bonus for the next 1d6 rounds to certain rolls based on which aspect of Arianrhod most resonates with her: dutiful, mystagogue, or celestial.

11-12. Caer ArianrhodThe spell occurs for an additional 50% bonus (or 100% if a 12 is rolled) to its usual effect, range, or duration, as well as it not being expended that day. What is more, if the priestess is in a place where she is safe, then one of those spell elements may be tripled.


Requirements by Aspect
Roll either based on which part of Arianrhod the caster most resonates with or simply pick one at random.

Arianrhod Dutiful (d4)
The priestess must...
1. Hold or have held someone's feet within the last 1d6 turns, or the spell will otherwise hold the target.
2. Have remained virgin, or at least fully loyal to her husband.
3. Have given birth to a child associated with, or she herself is in view of, the sea.
4. Have given birth to a child associated with, or she herself is in view of, the sun.

Arianrhod Mystagogue (d3)
The spell's target must either not have used, or not been with something within the last 2d6 rounds (if not known, there's a base 50% chance), or will otherwise be so restricted via the spell (tynged)...
1. Their name.
2. A weapon.
3. A wife (or similar).

Arianrhod Celestial (d4)
The priestess must be located near or in view of...
1. The moon.
2. Stars.
3. The night sky.
4. Any silver wheel.

For example, a priestess of Arianrhod casts a spell and her player rolls a 9 (Mad). So in this case, she must perform a requirement to boost one of these spell's aspects by 50%. Wishing to boost its range thus, she rolls on the Arianrhod Mystagogue table since she most corresponds with that. She then rolls a 2 on it, so either the spell's target must not have used a weapon within the last 2d6 rounds, or the spell she is casting is specifically being used to prevent the target's use of a weapon.

For the full article, including magical side-effects by cleric type, see here.
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Next week: Priestesses of Arianrhod, Part III!
 


Wednesday, June 15, 2022

Priestesses of Arianrhod, Part I

Arianrhod
Welsh Goddess of Duty, Initiation, & the Night Sky

Tenets of Arianrhod
* Do your duty whenever possible
* Test those who are worthy
* Emulate the firmament above

Priestesses of Arianrhod
Special: Arianrhod is served by priestesses, cyfrinydds (Welsh mystics), druidesses, gweledydds (Welsh seers), & gwiddons (Welsh witches). What is  more, she can be followed in one of her various aspects (see below). 
Allowed Weapons: Staff, dagger, sword, bow
Allowed Armor: None
Symbols: Star, Owl, Silver Wheel, Moon
Can Turn(by aspect)
   Arianrhod Dutiful: those who fail to abide (if not known, 75% chance if Chaotic, 50% chance if Neutral, 25% chance if Lawful).
   Arianrhod Mystagogue: those who have used their name, a weapon, or been with their wife (or other mate) sometime within the last 2d6 rounds (if not known, a 50% chance)..
   Arianrhod Celestial: those who are within view of the night sky
.

Mysteries of Arianrhod: Up to once per day per level, spellcasters who follow Arianrhod can reroll one of their spell rolls when:
   Arianrhod Dutiful: performing their duty.
   Arianrhod Mystagogue: testing another.
   Arianrhod Celestial: within view of the night sky.

  
For example, a priestess of Arianrhod might turn as Arianrhod Mystagogue, then access mysteries as Arianrhod Celestial in a particular instance, or all the time, or turn and access mysteries as Arianrhod Mystagogue only, etc.

For details on  related divinities, read here.
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Next week: Priestesses of Arianrhod, Part II!


Wednesday, June 8, 2022

Druids of Bran, Part IV

 Spells (Bran)
Great power can be held in one so just, large, and cunning. And his druids can gain access to additional spells to cast based on which of those they most identify with too.

1st Level
(All) Cure Light Wounds, Protection from Evil, Purify Food and Drink, Resist Cold

Bran the Just: Detect Evil, Remove Fear
Bran the Giant: Enlarge*, Jarring Hand*
Bran the CleverDetect Magic, Pass without Trace (D)

2nd Level
(All) Augury, Bless, Hold Person, Speak with Animal, Spiritual Weapon

Bran the Just: Delay Poison, Reveal Charm
Bran the Giant: Knock*, Strength*
Bran the Clever: Fire Trap (D), Stumble (D)

3rd Level
(All) Cure Blindness, Cure Disease, Locate Object, Remove Curse

Bran the Just: Striking
Bran the Giant: Animal Growth
Bran the Clever: Feign Death

4th Level
(All) Create Food and Water, Cure Serious Wounds, Protection from Evil 10' Radius

Bran the Just: Detect Lie, Neutralize Poison
Bran the Giant: Fear*, Move Earth (Lesser)*
Bran the Clever: Tongues (reversible), Speak with Plants (D)

5th Level
(All) Atonement, Commune, Cure Critical Wounds

Bran the Just: Dispel Evil
Bran the Giant: Wall of Stone*
Bran the Clever: Feeblemind*

6th Level
(All) Heal 

Bran the Just: Find the Path
Bran the Giant: Forceful Hand* or Move Earth*
Bran the Clever: Legend Lore*

7th Level
(All) Raise Dead (requires a cauldron and immediately triggers a divine test), 
Restoration

Bran the Just: Holy Word
Bran the Giant: Earthquake
Bran the Clever: Finger of Death (D)


See special abilities by cleric type here.
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Next week: Priestesses of Arianrhod! 


Wednesday, June 1, 2022

Druids of Bran, Part III

 
What size may show, justness and cunning help to keep in sight.

Divine Tests
1-8. The power of Bran gives his druid pause, causing him to lose access to some of his spells (50% chance for each one). Either roll 1d6 or select to see what he needs to do to get each one back based on which aspect fits best. 
[1] Correct a wrong. (the Just)
[2] Be greatly hospitable to another. (the Just)
[3] Defeat a worthy opponent (one with an equal or greater STR score or HD) in a contest of wrestling. (the Giant)
[4] Use one's size and strength to perform labor for 1 hour. (the Giant)
[5] Punish terribly one who has failed to give the druid the proper respect. (the Clever)
[6] Outsmart a worthy opponent (one with an equal or greater INT score). (the Clever)

9-16. The druid is changed forevermore. Select the most fitting or roll 1d4.
[1] Receive a new, potential ally, but must make a WIS check (DC 15) every 1d12 days or the situation with them turns sour and may possibly even lead to war. (the Just)
[2] Gain 
5' in height and a +4 bonus to Strength and Constitution, along with a -8 penalty to hiding, being quiet, avoiding being targeted, fitting into smaller areas, and the like. These modifiers stack every time this test occurs and with the use of the similar mystery of Bran. (the Giant)
[3] Can notice hidden individuals and things more easily, gaining a +6 bonus to spot them, though he must now always save vs. death/ make a Will save DC 10 to not try to kill one who has failed to give him the proper respect. Every time this test is experienced, increase the bonus +6 and make the save DC 4 harder. (the Clever)
[4] Like with Bran's sister Branwen, the druid's own sister (or closest match), gains 1d3 Charisma, but an issue arises every 1d12 days, such as her wooing and/or later treatment by her suitors, requiring the druid to intervene. (any)

17+ War comes and the druid may fall. He is gone for 1 day per divine test result over 16 and has a base 30% + 10% per divine test result over 16 of dying (1 day gone and 40% chance of dying for result 17, 2 days gone and 50% chance of dying for result 18, etc.) On the other hand, if he does perish, then he has the same percent chance of leaving behind some boon for posterity. Select or roll 1d3. 
[1] His head remains animate and can be used as a divination device. (the Just)
[2] His body hardens into a useful bridge, rise, or load-bearing structure. (the Giant)
[3] He destroys the nearest enemy magic item or artifact. 
(the Clever)

For random Bran encounters, see here.

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Next week, Druids of Bran, Part IV!



Wednesday, May 25, 2022

Druids of Bran, Part II

Bran's Magical Side-Effects
Whether as a giant, just, or clever, roll 1d12 to see what occurs with each use of Bran's magical endeavor.

1-2. Angen Gwaith: Something is needed for the spell to work. Once given, it will.

3-4. Cyrraedd Yno: If something isn't provided, then the magic will only occur at 50% its usual strength. 

5. Teyrnas BranAll within 1d6 x 10' gain a +1d3 bonus to certain rolls for the next 2d6 rounds, depending on which one of Bran's aspects is manifest, being (roll 1d3): [1] large, [2] just, or [3] clever. 

6-8. Arwydd Mewnwelediad: Except for a minor occurrence representing insight showing up (a 33% chance), the spell works as usual this time. 

9-10. GwychThe magic's effect, range, or duration can be boosted by 50% if a requirement is given. If not, then it works normally.

11-12. NertholThe spell occurs for an additional 50% bonus to its usual effect, range, or duration, as well as it not being expended so it can be used again that day. What is more, if the druid fulfills a requirement, then the spell's aspect can be doubled instead.


Requirements by Aspect
When something is required, roll either based on which facet of Bran the caster most resonates with or simply pick one at random.

Bran the Just (d3)
The spell must be used to...
1. Avenge a loved one.
2. Make amends for something the druid has done.
3. Punish the wicked.

Bran the Giant (d3)
The caster must dwarf the spell's target by being... (if not known, there's a base 50% chance of it being the case)
1. Physically taller.
2. On higher ground.
3. More massive.

Bran the Clever (d3)
The spell must be used to...
1. Harm one who has not paid the druid the proper respect.
2. Show up those who try to be cunning.
3. Demonstrate the druid's own cleverness.

For example, a druid of Bran casts a spell and his player rolls a 9 (Gwych). So if he wants part of his spell to be improved by 50% this time, his player can roll for a requirement. Since the druid is most like Bran the Giant, he rolls on that table and gets a 2 (On higher ground). Therefore if the druid is on higher ground than the spell's target, the spell can be boosted this time.

For the full article, including additional aspects usable by various Welsh spellcasters, see
 here. 

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Next week: Druids of Bran, Part III!



Wednesday, May 18, 2022

Druids of Bran, Part I

Bran the Blessed
Welsh God of Just Rulership, Massiveness, & Insight

Tenets of Bran
* Rule justly
* Be large
* Take clever actions...

* ...to exhibit insight

Druids of Bran
Special: Bran is served by druids, brydydds (Welsh bards), and gweledydds (Welsh seers). He can be followed in one of a number of ways, granting different abilities based on  his various aspects (see below). Which one applies can remain set, be determined at random as the situation warrants, or can even change over time. 
Allowed Weapons: Club, spear, hammer
Allowed Armor: Chainmail and shield or lighter
Symbols: Head, Giant, Raven
Can Turnnone, though his mysteries are quite potent
Mysteries of Bran: Up to once per day per level, spellcasters who follow Bran can do one of the following:
   Bran the Just: gain a +2 bonus to all rolls for 2d6 rounds when fighting someone who has wronged them or a love one.
   
Bran the Giant: gain 5' in size and a +4 bonus to Strength and Constitution for 3d6 rounds. Suffer a -8 penalty to hiding, being quiet, avoiding being targeted, fitting into smaller areas, etc. during that time too.
   Bran the Clevergain a +10 bonus to surprise or to resist being surprised by any who haven't shown them the proper respect. The druid of Bran can then gain a +5 bonus to one of their rolls the following round too. 


For details on related divinities, see here.
------------------------------


Next week: druids of Bran, Part II!

Wednesday, May 11, 2022

Swynwraigs of Ceridwen, Part IV

Spells (Ceridwen)
Whether as transforming, wise, or mother, all are affected in Ceridwen's cauldron. What her swynwraigs most identify with can provide additional spells to cast too.

1st Level
(All) Create Water, Cure Light Wounds, Detect Magic, Protection from Evil, Purify Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary, Charm Person*, Shield*, Sleep*, Unseen Servant*, Ventriloquism*

Ceridwen the Wise: Detect Evil, Comprehend Languages*
Ceridwen the Mother: Command, Light
Ceridwen the Transforming: Speak with Animals (D), Jump*

2nd Level
(All) Augury, Bless (reversible), Hold Person, Reveal Charm, Feign Death (D), Find Plant (D), Obscuring Mist (D), Warp Wood (D), Amnesia*, Arcane Lock*, Detect Invisible*, Knock*, Magic Mouth*, Levitate*

Ceridwen the WiseKnow Alignment, ESP*
Ceridwen the Mother: Holy Chant, Darkness Globe*
Ceridwen the Transforming: Intelligence (as Strength*, but boosts intelligence instead- also will not work on the swynwraig's offspring though), Phantasmal Forces* 

3rd Level
(All) Cure Blindness (reversible), Cure Disease (reversible), Dispel Magic, Remove Curse (reversible), Speak with Dead

Ceridwen the Wise: Locate Object, Clairvoyance* or Clairaudience*
Ceridwen the Mother: Prayer, Summon Monster I* (calls only 1d4 1 HD creatures though)
Ceridwen the Transforming: Tree Shape (D), Water Breathing*

4th Level
(All) Cure Serious Wounds, Divination, Neutralize Poison, Protection from Evil 10' Radius, Fear*

Ceridwen the Wise: Detect Lie, Arcane Eye*
Ceridwen the Mother: Create Food and Water, Exorcise
Ceridwen the Transforming: Polymorph Others*, Polymorph Self*

5th Level
(All) Commune, Cure Critical Wounds, Flame Strike (flames are invisible though, damage mysteriously manifests in those targeted 1d12 rounds later)

Ceridwen the Wise: Plane Shift, True Seeing
Ceridwen the Mother: Dispel Evil, Quest
Ceridwen the Transforming: Improved Polymorph Others (as Polymorph Others*, but they may retain their intelligence though), Improved Polymorph Self (as Polymorph Self*, but the synwraig gains all the form's magical and other abilities too if its HD equals her level -3 or less)

6th Level
(All) Blade Barrier, Find the Path, Heal, Summon Spirit (as Summon Aerial Servant but summons a spirit of any type the swynwraig requests), Control Weather (D), Death Spell*, Geas*, Repulsion*

Ceridwen the WiseSpeak with Creatures, Stone Tell
Ceridwen the MotherPart Water, Word of Recall
Ceridwen the Transforming: Stone to Flesh* (reversible)

7th Level
(All) Restoration, 
Control Weather (Greater, D)

Ceridwen the Wise: Able Servant (can use the abilities of another cleric type- druid, seer, etc., casting this spell to change which ones are available)
Ceridwen the MotherReincarnate (D, but automatically provokes a divine test), Regenerate
Ceridwen the Transforming: Transmute Metal to Wood (D), Polymorph Any Object*

See special abilities by cleric type here.
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Next week: druids of Bran! 

 

Wednesday, May 4, 2022

Swynwraigs of Cerdiwen, Part III

What unfolds might not always be so easily met.

Divine Tests
1-4. How do you show your awen? The swynwraig will be preoccupied for the next 2d6 turns unless she does something based on which of her aspects applies at the time. If she does so, then she need only be so occupied for 1d6 turns.
Ceridwen the Transforming: work to alter something.
Ceridwen the Mother: care for her offspring.
Ceridwen the Wise: dispense wisdom.

5-9. The shifts become more plain to see. The swynwraig loses access to some of her spells (50% chance for each one), possibly including her turn ability. Either roll 1d4 or select to see what she needs to do to get each one back based on which aspect of Ceridwen fits best. Each requires roughly 1d6 turns once a fitting subject has been found and a successful Wisdom check with a -5 penalty (DC 20) made.
[1] Make someone more beautiful, brighter. (the Transforming or the Mother)
[2] Make someone wiser, more deep. (the Mother or the Wise)
[3] Chase after someone, consuming aspects of them for rebirth, whether symbolically or not. (the Mother or the Transforming)
[4] Recite a poem, inspiring someone. (the Transforming or the Wise)

10-16. Insightful, maternalistic remoldings befall the swynwraig. Whether rolling 1d6 to randomly determine what it is or selecting based on her resonance with the aspect, the test will cause her to be changed for a duration of one year and a day.
[1] Every 1d12 days, she is turned into either a greyhound, otter, or hawk for the next 4d6 hours. And though she assumes that animal's mind during that time, she does gain a +5 bonus to dealing with animals of that type afterwards until her next change. (the Transforming)
[2] If she falls in battle or gives birth, any of her allies within 1d10 x 20 feet gain a +1d3 bonus to all rolls for the next 1d6 hours. 
(the Transforming)
[3] Like Morfran, she becomes dark, dumb, and deformed, losing 1d2 Intelligence and Charisma. (the Mother)
[4] Like Creirwy and Taliesin, she becomes light, bright, and beautiful, gaining 1d2 Intelligence and Charisma. (the Mother)
[5] Whenever she's asked a question, her reply is difficult to fathom, requiring a Wisdom check (DC 15) to comprehend. (the Wise)
[6] Whenever she's asked a question, there's a 10% chance of her being able to immediately cast a divination spell that she knows, and it doesn't count against her daily spell limit. Still, only those who don't know that the swynwraig has this trait will be able to trigger it. (the Wise

17+ Who's tending the cauldron? The swynwraig must undergo an ordeal to find out for 1 day, plus 1 additional day per divine test result over 17. Roll 1d2 or select which occurs based on the most fitting aspect. Once selected, every day that the test is in effect requires new rolls within one of the following situations.
[1] She becomes a greyhound, otter, or hawk while the last person she spoke to becomes a hare, fish, or bird respectively. A chase ensues and there's a base 10% chance of the hunted becoming eaten each day. If this occurs, then the victim must save vs. death/ make a Will save DC 10. Success indicates that the victim simply awakens unharmed the next day. Failure shows that the victim is now inside the swynwraig, waiting to be reborn/ reincarnated sometime within the next 1d8+1 months. Friends and allies of the one consumed will likely take a dim view of the swynwraig- a base 95% chance. (the Transforming or the Mother)
[2] She must supervise a cauldron. Each day, there's a base 25% chance of the swynwraig getting burned by a drop, tasting it, and then she must save vs. poison/ make a Fortitude save DC 15. Failure indicates that the swynwraig is chased and consumed by an avatar of Ceridwen, reborn 1d10 months later. Success indicates that she gains beauty and insight- a +2 to Charisma and Wisdom. (the Wise: or the Transforming)

For random Ceridwen encounters, see here.


 
Next week, Swynwraigs of Ceridwen, Part IV!


Wednesday, April 27, 2022

Swynwraigs of Ceridwen, Part II

Ceridwen's Magical Side-Effects
Those who call upon Ceridwen's magic may access it with her as Mother, Transforming, Wise, or all three. Roll 1d12 and consult the following table. If a requirement is then called for, roll based on one of her aspects below.

1. Gofyniad: Something is needed for the spell to work. Once given, it will.

2-3. Cymwynasgar: If something isn't provided, then the magic will only occur at 50% its usual strength. 

4. Yn Araf: The spell will happen, but if the swynwraig doesn't perform a requirement, its effects will only transpire 2d3 turns later.

5. Teyrnas Ceridwen: All within 1d6 x 10' gain a +1d3 bonus to certain rolls for the next 2d6 rounds, depending on which one of Ceridwen's aspects is manifest: mothering, transforming, or being wise. 

6-8. Awen Arwydd: Except for a possible, minor occurrence representing wisdom, mothering, or change (a 50% chance), the spell works as usual this time. 

9. Mad: The spell needs a requirement and will also have a 50% bonus to its effect, range, or duration. If not given, nothing will occur.


10. GwellThe magic's effect, range, or duration can be boosted by 50% by adding a requirement. If that doesn't happen, then it simply works normally. In addition, if the swynwraig does adds a requirement, then she can gain a +2d3 for the next 1d6 rounds to certain rolls based on which aspect of Ceridwen most resonates with her: mother, transforming, or wise.

11-12. CrochanThe spell occurs for an additional 50% bonus (or 100% if a 12 was rolled) to its usual effect, range, or duration, as well as it not being expended that day. What is more, if the swynwraig has a cauldron prepared and nearby, then one of those spell elements may be tripled.

Requirements by Aspect
Roll either based on which facet of Ceridwen the caster most resonates with or simply pick one at random.

Ceridwen the Transforming (d4)
The spell must involve...
1. Greyhound & Hare: moving quickly, the chase, or fleeing.
2. Otter & Fish: desire or going below.
3. Hawk & Bird: transcendence or victory.
4. Birth & Grain: transmutation or mercy.

Ceridwen the Mother (d4)
The caster must be located near or in view of...
1. Tegid Foel: a husband, a lake, or a large man.
2. Morfran Afaggdu: a son, ugliness, or darkness.
3. Creirwy: a daughter, beauty, or the moon.
4. Taliesin: a son, handsomeness, or the sun.

Ceridwen the Wise (d4)
The caster must...
1. Drink a potion or give the spell's recipient a potion to drink.
2. Be bent or crooked.
3. Wear white or be elderly.
4. Say a poem or sing a song.

For example, a swynwraig of Ceridwen casts a spell and her player rolls a 4 (Yn Araf). Thus, if she doesn't perform a requirement, the spell's effects occur 2d3 turns later. With time being of the essence, her player rolls for a requirement. Resonating most with Ceridwen the Mother, she rolls on that table and gets a 3 (Creirwy). Therefore the swynwraig must be near or see a daughter, beauty, or the moon in order for that requirement to be met.

For the full article, including magical side-effects by cleric type, see here.
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Next week: Swynwraigs of Ceridwen, Part III!


Wednesday, April 20, 2022

Swynwraigs of Ceridwen, Part I

Ceridwen
Welsh Goddess of Wisdom, Transformation, & Rebirth

Tenets of Ceridwen
* Espouse wisdom & inspiration
* Guard your children
* Change as needed...

* ...to be reborn again

Swynwraigs of Ceridwen
Special: Ceridwen is served by swynwraigs (Welsh sorceresses), druidesses, gweledydds (Welsh seers), & gwiddons (Welsh witches). In addition, she can be followed in one of a number of ways, granting different abilities based on  her various aspects (see below). Which one applies to a follower can either be selected and remain set, can be determined at random as the situation warrants, or can even change over time. 
Allowed Weapons: Staff, dagger, club
Allowed Armor: None
Symbols: Cauldron, Branch, White 
Can Turn(by aspect)
   Ceridwen the Transforming: any who resist change (if not known, 75% chance if Lawful, 50% chance if Neutral, 25% chance if Chaotic).
   Ceridwen the Mother: any who might endanger the swynwraig's children.
   Ceridwen the Wise: the unwise (if not known, 
any with a Wisdom score below a certain number- roll 3d6 to determine what it is each time turning is attempted).

Mysteries of Ceridwen: Up to once per day per level, spellcasters who follow Ceridwen can reroll one of their saves or spell rolls when:
   Ceridwen the Transforming: experiencing transformation.
   
Ceridwen the Mother: protecting their children.
   Ceridwen the Wisedealing with wisdom.

For example, a swynwraig of Ceridwen might turn as Cerdiwen the Mother, then access mysteries as Ceridwen the Transforming in a particular instance, or all the time, or turn and access mysteries as Ceridwen the Mother only, etc.

For details on  related divinities, read here.
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Next week: Swynwraigs of Ceridwen, Part II!


Wednesday, April 13, 2022

Goblins, Part III

Goblin Divinities & Cults
Nearly as multitudinous as the evil creatures themselves are the beings that they make obeisance to.

What Goblins Worship (d4)
   1. Tezschnaz (see Volume I)
   2. a random arch-devil or evil god (e.g. Geedeepee- link)
   3. a random demon lord (e.g. Tiamat- see Volume III)
   4. a specifically goblin divinity (see below)

   
Random Goblin Divinity Generator
Roll 1d2 times on the following table. Each result indicates part of the goblinoid deity, arch-devil, or demon lord's name translated into the human tongue, along with which special abilities its followers typically have (defined in Part I).

1d12
1. Boom (Certain Colored Goblin)
2. Many (Goblin Horde)
3. Great (Goblin King*)
4. Spirit (Goblin Shaman*)
5. Sneak (Goblin Thief)
6. Might (Goblin Warrior)
7. Slay (Hobgoblin Guard)
8. Stern (
Hobgoblin Militant)
9. Master (
Hobgoblin Monk)
10. Blood (Hobgoblin Priest*)
11. Dirty (Mischievous Hobgoblin)
12. Scary (
Scary Hobgoblin)

Then roll to see what the name ends with (1d3).
1. 'God': obeyed by goblins in a way reflecting some religious zeal, but is ultimately underhanded.
2. 'Demon': goblins follow it with open depravity.
3. 'Goblin': seen as a great ancestor that has achieved godhood, arch-devilry, or demonhood.

For example, Scary Slay Demon (rolling a 12 & 7 on the first table, 2 on the second) would have many scary hobgoblins and hobgoblin guard followers, replete with much terrorizing and chanting.

On the hand, Dancer Goblin (13, and then 3) or Sneak Many God (rolling 5, 2, and then 1) would have goblins who dance, and goblin thieves and goblin hordes instead.

*Note3% of goblins encountered will have one of the leader-type abilities of Goblin King, Goblin Shaman, Hobgoblin Priest, or the like in addition to the typical ones for which their goblin divinity is known. If one or more of those abilities is the goblin divinity's actual focus though, then only 10% of its followers will have them- any remaining goblins are just more terrified of their power (and thus have less goblinoid urgings to be underhanded to them). 

For example, a group of 30 hobgoblin followers of  Stern Devil will usually have either a king or spellcaster as a leader, in addition to the rest being hobgoblin militants. A group of 60 might have two with the leader-type abilities. On the other hand, goblins who follow a 'Great', 'Spirit', 'Blood', or 'Spooky' goblin divinity might have 3 goblins or hobgoblins with such abilities for every 30 of their number. The rest likely won't have any special abilities except for being useful fodder.

Read the full article with additional options here.

Next week: we begin a new series on Welsh divinities!


Wednesday, April 6, 2022

Goblins, Part II

Goblin Magical Side-Effects
Wicked creatures work in cruel ways, though in the case of goblins, such malevolence doesn't always come out the way they intend it to. 

Roll 1d12 when one casts a spell and consult the table below for the general side-effect. If it then calls for a requirement, roll on the table for the goblin's spellcaster type to determine what it is. 

1-2. Beware - My - Magic! The goblin's spell does absolutely nothing, though the goblin has a 50% chance of believing it works anyway. In that case, it will act accordingly.

3-5. More? The goblin needs to follow a requirement for the spell to happen.

6. More! There are always too many goblins. To punctuate this fact, any (including the spellcaster) within a 1d6 x 5' appear to be doubled in number, though these are simply mirror images that last up to 3d6 rounds and vanish when hit. In addition, for every 1d4 rounds of the duration, the goblin must follow a requirement too in order to make the effect continue.

7-10. No Side-Effect: Apart from the goblin acting as strangely as it usually does, nothing additional occurs or is required with the spell this time.

11-12. Goblin Blood MagicThe goblin can now increase the spell's range, effect, or duration by 50% if it has inflicted some harm within the last 24 hours (if not known, there's a base 50% chance of that being so). What is more, if the goblin chooses to follow a random requirement from its spellcaster list, then the target of its spell must also save vs. death/ make a Will save DC 10 or take 1d8 damage.


Requirements by Goblin Spellcaster Type
Different varieties of goblin spellcasters have different malefic requirements for making their spells work. When one is called for, roll on the corresponding table below. Note that if the spell's effects would fulfill the requirement if the magical side-effect was applied, then the requirement in that case can be considered met.

Goblin Shaman 
Per Tezschnaz, or roll 1d8.
1. Act like a random animal for 1d3 rounds.
2. Speak to things that aren't there for 1d3 rounds.
3. Hallucinate for 1d4 rounds.
4. Scream at the top of their lungs for 1d4 rounds.
5. Drum loudly and/or dance crazily for the next 3d6 rounds.
6. Kill in a particularly spectacular way.

Hobgoblin Priest
Being more intelligent, hobgoblin priests add 1 when rolling on the Goblin Magical Side-Effects table, but their own requirements can be quite demanding, requiring either an Intelligence, Wisdom, or Charisma check (DC 15) to be successful (generally a 75% chance). Roll 1d6.
1. Properly bow to their master.
2. Recite hobgoblin liturgy without error.
3. Discipline a subordinate severely.
4. Draw blood from a victim with great prejudice.
5. Masterfully abuse a slave or sacrificial victim, or capture one to be either.
6. Kill in a particularly gruesome way.

For example, a goblin shaman casts a spell and the Referee rolls 11 on the d12 (Goblin Blood Magic). He then rolls a 3 on the Goblin Shaman table, so if the goblin has inflicted some harm within the last 24 hours, one of the spell's aspects can be increased by 50%. And if the goblin hallucinates for 1d4 rounds too, then its target will take 1d8 extra damage. Note that if the Referee had rolled a 6 for the requirement, then that will be met if the spell would end up killing the target.
 
Read the full article with details on goblin cultists here.


Next week: Goblins, Part III!