Wednesday, March 8, 2023

Clerics of Woden, Part III

Divine Tests
Doom awaits us all. What will be uncovered along the way?

1-4. Deep pondering is required for 2d6 turns. Whether by gazing long or rune-study, it must be done unless there is some pressing magic, kingship, inspiration, or death to be done first.

5-12. The Great Irminsul must remain lofty above. Until the cleric performs some task, Odin's towering spear may not be so available, causing the loss of some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 to see what the cleric must do to have each one restored.
[1] Learn something new.
[2] Contemplate alone for 1d6 turns.
[3] Establish dominance over someone or something.
[4] Work to sire or support his descendants. 
[5] Speak strangely to the next one he sees.
[6] Dance madly for the next 1d6 minutes.

13-17. Woden calls, and the cleric answers, being changed from now on. Roll 1d4.
[1] Aged: Gains 1 Wisdom, but loses 1 Constitution, unlocking discernment as he moves steadily towards demise.
[2] Hooded One: Known as father to many, though inscrutable to most, he gains a +4 bonus to cause others to be wary, but the reverse for them to have open arms.
[3] Wight-Touched: Gains a +4 bonus to befriend and negotiate with spirits, but the opposite with mortal folk.
[4] Inspired-Touched: Has a 10% chance of behaving madly and aggressively for the first 2d6 rounds of each new encounter when at a holy (or unholy) place.

18+ Woden calls a greater test upon his follower. He will undergo it sometime within the next 4d6 hours, being unable to receive healing for the duration, likely finding inspiration if he survives. And for every divine test result above 17, increase the duration of it x2, likely bringing even greater insight too. Roll 1d3.
[1] Hanging Tree: the cleric must hang upon a tree for 3d6 hours, having to save vs. death/ make a Will save DC 10 or take 1d6 damage for every 1d3 hours of it.
[2] Tree Hanging: a nearby tree or wooden statue animates, attacking the cleric relentlessly (and any who might get in its way) for 1d6 hours. It's HD equals the divine test result, it strikes for 2d6 damage on a hit, and is only harmed by intense chopping or fire (AC 3).
[3] Wild Hunt: howling spirits, beasts, the dead, and maidens descend upon the area, lead by a shadowy Woden figure, causing all within 1d10 x 60' to act madly for the next 2d6 turns. Those affected must save vs. spell/ make a Will save DC 15 or (roll 1d6): [1] attack a random person, [2] scream, [3-4] dance madly, [5-6] remain utterly silent. Reroll every 1d3 rounds.


Next week: clerics of Woden, Part IV!