Wednesday, September 13, 2023

Odin Encounters, Part II

Temples (Hofs) of Odin

Form (d14)
1-2. Stave church (10% chance of being surrounded by a golden chain)
3-4. Horgr (stone shrine)
5-6. Burial Mound
7-8. Great Tree or Grove
9-10. Standing Stone
11-12. Well
13-14. Reroll 1d12 twice

Node (a Natural Place of Power, see Volume II)
- Chance of hof actually being located in one (25%)
- Chance of hof having one nearby instead (33%)

Sacred Space (d14)
The area will reflect at least one Odinnic concept.

1-2. Wisdom
3-4. Death
5-6. Insight
7-8. The Runes 
9. Ravens
10. Wolves
11. The Worlds (Sleipnir), Seidr
12. True Rulership
13. Grimness
14-20. All are emphasized

Special Properties 
(for all hofs of Odin)
At the Hof: Any Norse can gain a +1d3 bonus to any rolls that reflect its sacred space (per table above), up to 3 times per day. 
Sacred Times: When it is significant to Odin at the hof- windy times, clear skies, brilliant skies, Wodensdays, holidays, or the like, all Norse spellcasters can reroll their magical side-effects, but must take the second result, up to 3 times per day. Those who specifically follow Odin can gain a +4 to the roll if they give up something for a time (1d6 hours), and may even pick which results they wish to use. 

Special Temple (Hof) Inhabitants
The sacred halls of the Allfather may require guardians, though Odin knows all.

Einherjar Warriors (mortal, non-classed Norse warriors; 1d12, 33% chance)
MV 40’, AC 7; HD 2; Atk: 1; Dmg: 1d6+1 (longsword, spear, or axe); SP: can ignore 2 hit points of damage per day; SV: F2; AL N.

Valkyrie Shieldmaidens (mortal, non-classed Norse warrior women; 1d9, 33% chance)
MV 40’, AC 6; HD 1+1; Atk: 1; Dmg: 1d8 (longsword or spear); SP: +2 to all rolls vs. 1 foe for 1 battle per day; SV: F1; AL N.

Watchful Ravens (1d12, 25% chance)
Highly intelligent (and insightful) ravens, they patrol the hof grounds, loudly cawing to announce the presence of visitors. 50% of them will be in spirit form instead. 
MV: fly 120’, AC: 6, HD: 1-2, Atk: 1, Dmg: 1d2 peck, SP: very observant & clever, those startled must save vs. death/ make a Will save DC 10 or take -2 to all rolls for 2d3 rounds, SV: F1, Mor: 6 

Odin Wolves (1d6; 20% chance)
Potent, but insightful.
MV 55', AC 6, HD 2+1, Atk 1, Dmg: 1d6 (bite), SP: +2 to hit and damage foes when at least 1 other wolf is attacking them as well, SV F2; AL N.

Ulfhednar (wolf totem warriors; 1d12, 20% chance)
Mve: 40’; AC 9; HD 1; Attk: 1; Dmg: by weapon +1; SP: Wolf Fury (see Volume I), Sve: C2; AL: N

Einherjar (actual Norse spirit warriors; 1d9, 15% chance)
MV 40’, AC 7; HD 8; Atk: 1; Dmg: 1d6+3 (longsword, spear, or axe); SP: has a 25% chance of ignoring any damage they would take; SV: F8; AL N.

Valkyrie (actual Norse spirit warrior women; 1d9, 15% chance)
MV 50’ (faster when mounted); AC 1; HD 9+2; Atk: 1; Dmg: 1d8+6 (longsword or spear); SP: Inspire heroism (+2 to all allied rolls), see also Volume I; SV: F9; AL N.

Map © John Godsland - licensed under CC BY 4.0
Each square = 5'
It is a great tree.
Its focus is: Insight.
At the hof: +3 to all rolls related to its focus.
Sacred times: 
clear skies, brilliant skies, holidays (see above).

The path: Sandy and rocky, the trail to the hof promotes pensive silence, though the cawing of 4 watchful ravens may alarm those who don't follow Odin.

2. Structure: Potentially confused for the hof itself, it instead houses Asbrand Hrolfsson and/or Hreidar Hringsson (from Part I), and a wooden lean-to surrounded by low stone walls. There are 2 Valkyrie shieldmaidens visiting too in order to help defend the hof and to keep them company.

3. The Irmineiche: Here stands the 60' tall, massive oak, sacred to Odin. And though not a node per se, its sacredness does grant the bonuses above. Besides the guardians elsewhere, the place is deserted. Being at the edge of a large wood though, that may easily change.

Next week: Quests of Odin in Part III!