Wednesday, February 7, 2018

Clerics of Sobek, Part I

Sobek
Neutral Egyptian God of Crocodiles, Wetlands, & Might
Tenets of Sobek
* Take what you want, preferably by force
* Eat those who oppose you, including those who oppose your hunger!
* Mate often, bathe often, and protect what is yours

Clerics of Sobek
Special: Sobek is served by clerics and shamans*
Allowed Weapons: Spear, mace, short sword, dagger
Allowed Armor: Scale mail or lighter
Holy Symbol: Crocodile
Can Turn: Those unready for battle
Mysteries of Sobek: Clerics of Sobek wear crocodile masks, allowing them to make a bite attack that automatically causes 1d8 damage, +1 per level. They may do so up to once per day per level, though their masks always look very intimidating.
 *Shamans of Sobek lose the ability to wear metal armor and to turn, gaining other abilities and replacing select spells instead (see Divinities and Cults: Volume II for details)


Magical Side-Effects
Sobek’s power is rife with toothy reptilian brutality- what else would one expect? Roll 1d12.

1. If I Could Just Get a Taste... The cleric will need to take a little nibble, preferably of someone, though something might do if no one else is around. In any case, he is compelled to make a bite attack within 1 round and it doesn’t count toward his daily total (per Mysteries of Sobek, above). The cleric’s got to eat!

2. Sacrifice: Rituals and offerings, equal to 1d3 rounds and 1d6 gold pieces per spell level are needed by Sobek for the magic to work. If nice, juicy morsels of freshly slain meat (or almost freshly slain meat) are given though, then no extra time or cost is required. 

3. A Unique Craving: The cleric has gotten hungry again, but only a certain kind of something will satisfy. He must either lie with an attractive mate (CHA of at least 14+1d4) or chew upon some upstart who doesn’t properly respect crocodiles (or both) within the next hour. If he doesn’t, then the next spell he casts will only be at half its normal power.

4. Fear Sobek! All within 1d6 x 10’ of the spell’s casting (whether good or evil) must save vs. paralysis or flee in terror for the next 1d6 rounds, as the cleric makes his presence known with a mighty roar!

5-9. No Side-Effect: The spell functions in the usual way... for now!

10. King of the River: The spell works normally and if cast while the cleric is at least partially submerged, it has a 50% bonus to its effect, range, or duration.

11-12. Wrath of Sobek! Sobek is mighty, but he is cunning too. The spell works automatically for double effect, range, or duration. In addition, if it is harmful and cast on one unsuspecting, then one of its aspects can be tripled!


Next week: clerics of Sobek, Part II!



Wednesday, January 31, 2018

Clerics of Ninhursag, Part III

Cleric Spells (Ninhursag)
Clerics of Ninhursag have access to the following:

1st Level: Create Water, Cure Light Wounds, Protection from Evil, Purify Food and Drink, Remove Fear, Sanctuary, Pass Without TraceD, Speak with AnimalsD (mountain varieties), Charm Person*, Enlarge*

2nd Level: Augury, Bless, Delay Poison, Hold Person, Reveal Charm, Spiritual Weapon, BarkskinD, Charm person or MammalD, Find PlantD, Allure*, Strength*

3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Remove Curse, Striking, Plant GrowthD, Stone ShapeD, Gust of Wind*, Protection from Normal Missiles*

4th Level: Create Food and Water, Cure Serious Wounds, Detect Lie, Divination, Neutralize Poison, Protection from Evil 10’ Radius, Speak with Plants, Hallucinatory TerrainD, Summon Animal ID,  Pass PlantD, Polymorph Self* (animal, plant, or nymph forms only)

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Quest, Plane Shift, Raise Dead, Commune with NatureD, Summon Animal IID, Wall of Stone*

6th Level: Find the Path, Heal, Stone Tell, Word of Recall (to a mountain or other fertile area), Move Earth*, Easy Birth^ (new spell: allows a pregnant subject to give birth without pain or complication)

7th Level: Astral Projection, Regenerate, Restoration, Animate MineralD, Crushing Hand*, Stone to Flesh* (reversible)


Avatar of Ninhursag
Align: N
MV: 40’ (60”)
AC: 0
HD: 18 (22)
Atk: club, axe, or staff
Dmg: 2d8 (4d8)
SP: Can grow 10’ taller (stats in parentheses); cleric of Ninhursag spells/ abilities (caster level 22); immune to harm from mountain or plant perils
Magic Resistance: 50%
SV: C22
Mor: 11

Appearing as a large, fertile woman, a Ninhursag Avatar is happy to serve either as mother or wife to those she encounters. She is especially fond of children, wildlife, and those who enjoy fertility, granting them a +1 to all rolls for the next 1d12 hours from her ministrations. Those who attack will instead be met with her formidable abilities, though she's reluctant to use violence since she sees all as her offspring.



Ninhursag Encounters
How many ways are there to bring the Mountain Mother into a campaign? Let us count... roll 1d4:

1. A random member of the party becomes pregnant. Still, it only lasts 9 days, birth is painless, and the child matures to adulthood in just 9 days too. If no party members are fertile women, then the last fertile woman they spent time with will be affected and a random lucky party member will be the father!

2. Strange plants spring up in a nearby field or riverbank. Those that eat them will feel weird, suffering a -2 CON penalty, but also gain one of the divine test #14-17 benefits for the next 24 hours, determined at random.

3. A giantess wanders by, taking an interest in one of the party members. She also just happens to be a 1d4th level cleric of Ninhursag too...

4. A very fertile looking mountain woman is spotted who is also (roll for each): nude (75% chance), making love (25% chance), tending to nature (50% chance), tending to people (25%), and/or an actual Avatar of Ninhursag (10% chance).


Next week: in preparation for the upcoming Divinities and Cults: Volume III, we move on to an Egyptian god, a reptilian one!


Wednesday, January 24, 2018

Clerics of Ninhursag, Part II

Divine Tests
Ninhursag’s mighty mountains might bring succor, but they can also bring challenge too.

1-4. Growth and decline continue unabated in the world, affecting the cleric greatly. She takes a -1d4 penalty to all rolls, but they can be eliminated by 1 for every hour she spends in quiet reflection.

5-9. Enki fathers many, though Ninhursag must see to their care. The cleric loses access to some of her spells (50% chance for each one) including possibly her turn ability. Roll 1d6 for each spell lost to determine who or what she will need care for in order to be able to use it again. Each task will take at least 2d6 turns:
[1] Plants, whether wild or cultivated, or the people who cultivate them, as did Ninsar
[2] Pastures and/or pastoral people, as did Ninkurra
[3] A river, other source of fresh water, or those who weave, as did Uttu
[4] Mothers and children, or even the earth and soil itself, as is Ki
[5] A man, by lying with him- chance of conception is 25%, as she did with Enki
[6] A sick man, as she did for Enki, absorbing his sickness into her (treat as automatically experiencing double healing from magical side-effect #2: Birth Pains if she uses any curative magic on him)

10-13. The cleric becomes more mountainous and fertile, like great Ninhursag herself. Roll 1d4.
[1] Large: she gains 1’ in height permanently, along with 1 STR and 1 HD, though she will find it harder to fit into certain areas, garments, manipulate smaller objects, etc., generally suffering a -2 in those cases.
[2] Buxom: she now has a larger bosom, along with gaining 1 CHA, but she now also experiences the Mountain Mother magical side-effect for result #5 along with #3, rather than Standard Magic.
[3] Fertile One: she becomes pregnant, giving birth in just nine days without any labor, and the child grows to adulthood in just 9 days too.
[4] Mountain Lady: she grows hale, gaining 1 CON along with a +1 to all rolls related to resisting mountain perils (falling, cold, predators, etc.), but also a -2 to all rolls when in an urban environment.

14-17. The plant-induced sickness of Enki overcomes the cleric now. Until a fox shows up (a base 10% chance per hour), she will be unable to function. Once it does, she can then be cured of the disease, either by herself or another, though magic will still be needed. Afterwards, she gains a +2 bonus to all rolls related to the god or goddess that Ninhursag had given birth to in her own experience.  Roll 1d8 to see which one it is:
[1] Abu: plants & growth
[2] Nintulla: copper, gold, & silver
[3] Ninsitu: healing & being a consort
[4] Ninkasi: beer
[5] Nanshe: justice & divination
[6] Azimua: healing & the underworld
[7] Emshag: cleanliness, brightness, & fertility
[8] Ninti: ribs & giving life

18+ Though Enki might challenge her, Ninhursag must fashion the clay and give it purpose. The cleric is so tested, suffering a -9 to all her rolls as her mortal form is twisted for the next 24 hours. Add an additional day per divine test total over 17. Afterwards, if she survives, her form will revert to normal and any children she later has will gain a +1 bonus to an ability score of her choice- all thanks to her better understanding of the clay.



Next week: Clerics of Ninhursag, Part III!

Wednesday, January 17, 2018

Clerics of Ninhursag, Part I

Ninhursag
Neutral Mesopotamian Goddess of Fertility and Mountains
Tenets of Ninhursag
* Honor the sacred mountains & growing things
* Engage in fertility rites, giving birth to many
* Nourish others with your bounty

Clerics of Ninhursag
Special: Ninhursag is mainly served by clerics, priestesses, and druidesses.
Allowed Weapons: Club. axe, staff
Allowed Armor: Furs or lighter
Holy Symbol: Omega, Mountains, Mountain Woman
Can Turn: Those who would harm mountains or plants (if not known, a base 66% chance if human or humanoid; 33% chance for all others)
Mysteries of Ninhursag: Up to once per day per level, a priestess of Ninhursag can gain a +2 to one of her spells when her breasts are bared or when she is standing upon a mountain, +3 if both are the case.

Magical Side-Effects
The power of Ninhursag reflects her mountainous and fertile nature. Roll 1d12 to see what happens when her clerics cast a spell.

1. Sacrifice: Rituals and offerings are needed for the spell to work: 1d3 rounds and 1d6 gold pieces per spell level. If upon a mountain or hill though, then none are needed.

2. Birth Pains: Enki may have gotten ill from the sacred plants, but Ninhursag took them from him, mothering many gods and goddesses in the process. As such, the magic must not cause any direct harm if it is to work and can even allow double healing if the cleric takes 1d3 damage.

3. Mountain Mother: Life-giving milk flows from the cleric’s bosom, granting the full effect of the spell to all who suckle. If not, then it only works for 50% its normal effect.

4. Upon the Fertile Rises: A 1d6 x 10’ area around the spell’s casting becomes verdant, hilly, and uneven, causing all non-mountainous, non-hilly types who walk upon it to move at only 1/4 speed. The area also remains quite fertile until dispelled.

5-9. Standard Magic: The spell works without side-effect this time.

10. Giantess Spell: The magic works normally and if the cleric allows herself to grow in size (as per the enlarge spell, treated as if the cleric cast it), she can gain a 50% bonus to its effect, range, or duration, thanks to her larger stature and better vantage point.

11-12. Bounty of Ninhursag: The spell works automatically for double the effect, range, or duration, triple if it is related to healing, nourishment, or fertility.


Next week: Clerics of Ninhursag, Part II!


Wednesday, January 10, 2018

Sorcerers of Krampus, Part IV

Spells (Krampus)
Sorcerers of Krampus have access to the following spells. Remember that they are also subject to the rules of sorcery, requiring them to be of higher level to cast their spells, allowing them a chance to recast those spells each day, and even having a chance of their spells going off when they witness too much cheer or lack of fitting punishment.  See Part I for additional details:

1st Level: Create Frost (as create water, but makes snow or ice), Cure Light Wounds (reversible), Detect Naughtiness (as Detect Evil, but detects those who are misbehaving), Purify Food and Drink (as long as it isn’t cheery or sweet), Remove Fear (reverse), Resist Cold, Enlarge*

2nd Level: Augury (to determine if an action would be naughty or not), Bless (reverse), Know Naughtiness (as Know Alignment, but determines the nature of the naughtiness instead), Hold Person, Holy Chant (by singing a depressing Yuletide dirge), Silence 15’ Radius (-6 to save against if used to quiet mirth), Speak with Animal (reindeer only), Detect Snares and PitsD, Knock*

3rd Level: Cure Disease, Dispel Magic, Locate Object (gifts only), Prayer, Tree ShapeD (coniferous forms only; spell immediately ends if the sorcerer is decorated), Invisibility* (can be used to conceal anyone or anything that is garish), Gust of Wind* (very chilly), Snowball (as Fireball*, but only harms those who are jolly or naughty)

4th Level: Animal Growth (reindeer only), Create Food and Water (nothing cheery or sweet!), Cure Serious Wounds (reversible), Detect Lie, Speak with Plants (conifers only), Hallucinatory Terrain DruidicD (wintry only), Tree StrideD (conifers only; 3d20 damage from a vicious partridge ensues if attempted on a pear tree), Ice Storm*

5th Level: Commune, Cure Critical Wounds, Plane Shift (naughty ones forced to go with the sorcerer suffer a -6 penalty to their save), Quest (on the naughty). Antipathy* (usable against the jolly), Cone of Cold*

6th Level: Conjure Animals (reindeer), Freezing Sphere*, Heal (reversible), Word of Recall

7th Level: Control Weather (only to make it more wintry), Restoration, Summon Avatar (Krampus), Snow Sleigh (as Fire ChariotD, but is drawn by enraged, spectral reindeer, is only damaged by the jolly, and causes cold damage instead)


Avatar of Krampus

Align: N
MV: 35’
AC: 2
HD: 18
Atk: 1 staff or whip* or hot coals
Dmg: 4d10 or 2d6 or 1d4/ rd
SP: Krampus cleric spells/abilities (caster level 18), whip causes the naughty to suffer a penalty, hot coal attack, bestow practical present
Magic Resistance: 18%
SV: C18
Mor:10

Grumbling over ne’er-do-wells and foolish joy, a Krampus Avatar will often be found on a mission to punish the naughty, though he will happily direct his ire against those who are just merry or garish. Such miscreants he finds must face his whip and save vs. death or suffer a -2 to all rolls for the next 1d12 hours.

The whipping may even be followed up with a good pummeling from his staff, depending on how naughty the target has been (per Referee). On the other hand, the Avatar might just try to stuff hot coals in the target’s stockings for 1d4 damage each round. Those who offer him schnapps or other strong spirits have a base 33% chance of placating him instead.

On the other hand, those who have been generally good and morose enough will receive some sort of very practical gift, free of all ornamentation, mirth, and greeting card.


Krampus Encounters
The Germanic true spirit of Yule and his faithful can be found in various ways, but none of them jolly. Roll 1d4:
1. The party stumbles upon 1d3 sorcerers of Krampus singing Yuletide dirges in the woods. If they notice the party (and if any have been naughty), then the sorcerers will begin whipping them.

2. A joyous celebration that the party is attending is suddenly interrupted by a sorcerer of Krampus. He will begin to insult and berate those there and have 1d6 enraged reindeer standing by to assist him. He and the reindeer also have a base 50% chance of being intoxicated at the time.

3. Followers of another, somewhat similar divinity would like the party to investigate a nearby enclave of Krampus sorcerers. The divinity they inquire for is (roll 1d4): [1] Cernunnos, [2] Odin, [3] Maelfo, or [4] Thrym. What is more, they may wish for the party to later (roll 1d3): [1] attack the enclave, [2] offer an alliance with the enclave, or [3] forget their investigation ever happened.  

4. A lone man with the traits of 1d4 of Krampus’s #10-14 divine tests is spotted. He is either a (roll 1d6): [1-3] Krampus sorcerer, [4-5] Krampus shaman, or [6] Avatar. He also has a 25% chance of being seen punishing someone who he has deemed naughty, likely getting ready to stuff them down a chimney.


Next week: we head down to Mesopotamia in preparation for the release of Divinities and Cults: Volume III- due out in a few months!


Wednesday, January 3, 2018

Sorcerers of Krampus, Part III

Krampus is eternally watchful: knowing whether his sorcerers are sleeping or awake. (photo: Krampus2 by media digest, Flickr)

Divine Tests
Naughtiness runs rampant and unwhipped, while Yuletide is dishonored with gaudy baubles and incessant mirth! If the sorcerer won’t put a stop to it, then Krampus will.

1-4. Happy holidays? Ha. The sorcerer experiences a true Yule Greeting in the form of a penalty to all his rolls equal to his divine test result (-1 to -4), double (-2 to -8) if he sees one more idiot with a wrapped gift or ridiculous look of merriness upon his stupid face. The penalties last for 2d3 hours, though the resentment is eternal.

5-9. ‘Tis the spirit of the season for Grandfather Krampus to take away the sorcerer’s presents for no reason. Krampus removes access to some of his spells: 50% chance for each one, including possibly his turn ability. Roll 1d5 for each to see what needs to be done to get it back- and he better not pout about it!
[1] Shove coal in the next stocking he sees, whether it is being worn at the time or not (charcoal is allowed- bonus if it’s hot at the time)
[2] Destroy 1d4+1 presents- any prized possessions will do
[3] Stuff someone in a chimney or other enclosed place, especially if they are fat and ‘jolly’
[4] Burn any ornaments or overpriced novelty cards he finds (including magic scrolls and spellbooks) for the next 1d3 hours
[5] Sing or play a depressing Yule dirge for the next hour, causing all non-faithful of Krampus who are within earshot to suffer a -2 to all rolls for the next 1d3 hours (save vs. death negates)

10-14. Krampus has checked his list twice and found the sorcerer worthy of permanent physical disfigurement! Each change also has a cumulative 25% chance of causing anyone he now encounters (and is not also a follower of Krampus) to either scream and flee in terror (if of lower HD) or scream and attack mercilessly (if of equal or higher HD). Ho ho ho!
[1] Agorned: the sorcerer grows either the horns of a goat or antlers of a reindeer and can now make a gore attack for 1d6 damage each round, double if he is charging someone naughty at the time
[2] Misshapen Face: the sorcerer’s face twists and boils, causing all (even those of equal HD or higher) to save vs. paralysis when they first encounter him or flee for 1d4 rounds
[3] Fanged: great teeth sprout from the sorcerer’s mouth, allowing him to make a bite attack for 1d3 damage each round, but also making him harder to understand (causing a -4 penalty to such rolls) 
[4] Fur Body: the sorcerer becomes quite hirsute, gaining an AC bonus of 3 and immunity to cold weather, though he now also suffers a -2 to all rolls when it’s warm or if anyone tries to decorate him

15-17. Darker tidings now come upon a midnight clear (or anytime really), bringing true Yuletide cheer to Krampus’s wintry heart, though perhaps not the sorcerer’s. Roll 1d4.
[1] Stampede: 3d6 enraged reindeer show up, ready to trample all who remain within 120’ of where this test occurs, and they cannot be placated. They will target any intoxicated grandmothers first of course.
     Reindeer, Enraged; MV: 80’; AC: 6; HD: 2; Atk: 1 trample; Dmg: 2d6; SP: Immune to magic, carrots
[2] Schnapps Weakness: From now on, if the sorcerer drinks fruit brandy in any amount (or is even offered it by an attractive woman), then he will lose all of his powers until they return 24 hours later, along with a base 95% chance of getting a hangover too
[3] Damn you, mistletoe! A perchta arrives to test the sorcerer. Also known as a holda or huldra, such fair maidens can lift even the darkest hearts, though they can also be as much deadly sirens as loving muses. If he’s been a good follower of Krampus (per Referee), then the two will conjoin for the next 1d3 hours, the sorcerer gains 5% bonus experience, and he is healed of all ailment. If he’s been naughty though. then she will slit his belly open and fill it full of straw and pebbles, causing 10d6 damage.

18+ On the first day of Yule... A swarm of overly merry beings converges on the sorcerer, attacking him for 1d6 damage each round for 1d6 rounds, along with anyone else unfortunate enough to be within 30’. Such is the carnage when doves, hens, calling birds, geese, swans, maids, ladies, lords, pipers, and drummers seek retribution upon such a follower of Krampus. And for every divine test total over 18, the deadly cacophony does 1d6 extra damage per round. In any case, those slain in this manner will be mocked by a lone partridge upon a pear tree.

Next week: Sorcerers of Krampus, Part IV

Wednesday, December 27, 2017

Sorcerers of Krampus, Parts I & II

Krampus
Neutral Germanic True Spirit of Yule
Tenets of Krampus
* Punish those who have been naughty
* Give practical things to those who have been good
* Destroy gaudy baubles and silly ornamentation!
* Dwell alone and grim, especially on Yule

Sorcerers of Krampus
Special: Krampus bans clerics from his service for being too prone to merriment, allowing only sorcerers and some shamans to follow him.
Allowed Weapons: Staff, mace, spear, whip (for the naughty)
Allowed Armor: Hides, furs
Holy Symbol: Broken Ornament, Chains, Horned Old Man
Can Turn: the Naughty (per Referee), the Merry, and Purveyors of baubles and ornamentation
Krampus Sorcery: Being a true spirit rather than a divinity, his followers practice sorcery which can be quite unpredictable. Krampus sorcerers must achieve one higher level to cast spells than clerics of other gods do (for 2nd level spells and above). For example, if using Labyrinth Lord rules, they need to be 4th level in order to cast 2nd level spells (rather than 3rd), 6th level to cast 3rd level spells (rather than 5th), etc.

In return, they have a 50% chance of being able to cast each of their spells an extra time each day (roll after a spell is cast to see).

What is more, a Krampus sorcerer’s spells might even go off when he doesn’t wish them to! Whenever under stress- whenever he sees something overly merry, garish, or the naughty not getting their just desserts- there is a base 5% chance of one of his spells being cast on a random target in range. If this occurs, treat it as if the sorcerer cast it himself.

Krampus shamans will experience the same, though they have different spell selections, even requiring communion with the land to access specific terrain spells (if using Ukko’s rules). Otherwise, see Divinities and Cults: Volume II for other guidelines for  that class.

  
Magical Side-Effects (Krampus)
The magic of Krampus is grim and not at all jolly. Roll 1d12 to see what might happen whenever a Krampus sorcerer casts a spell.

1. Walking in a Krampus Wonderland... Chill winds blow and trampling, phantom reindeer abound, causing all non-followers of Krampus within 30’ of the spell’s casting 1d4 damage, double if they are particularly merry or are drunken grandmothers.

2.  Merry is Very, Very... Wrong! Krampus requires immediate placation. 1d4 presents must be taken away from those who have been naughty or who otherwise peddle nonsensical Yule baubles and ridiculously priced greeting cards and be burned in sacrifice, either before the spell is cast or soon after! Those being so punished likely won’t appreciate it (a base 85% chance). If no such presents are available, then the sorcerer will simply whip the next person he sees for 1d3 damage instead.

3. Wreck Your Halls: The magic will work, but only if it is used to punish the naughty, destroy ornamentation, or silence irritating mirth.

4. It’s the Most Grimmest Time of the Year! Where people got the idea to be jolly in the dead of winter and make nonsensical purchases all for the benefit of tinsel obsessed and crooked merchants is beyond Krampus. In any case, the spell needs to be cast when it’s cold, dark, and/or generally grim. Otherwise, it only has 50% of its normal potency.

5-9. No Side-Effect: The spell works normally.

10. Sinister Bells: You better watch out! Krampus’s disturbing chains jangle, causing all within 60’ to save vs. spell or flee in righteous Yuletide fear. If the spell’s target then remains, he or she experiences 50% extra effect from it.

11-12. Krampus Cheer: The target experiences the spell’s full effects (a save can still apply though). In addition, if it would be used to punish those who have been naughty or who are being ‘merry’, then the spell has twice the effect!


This is a special Yuletide double posting. Next week: Sorcerers of Krampus, Part III!

Wednesday, December 20, 2017

Priestesses of Britomartis, Part IV

What spell shall we cast next, dear? Oh, those men love to watch!

Spells (Britomartis)
Priestesses of Britomartis have access to the following magic:

1st Level: Create Water, Cure Light Wounds, Detect Evil, Protection from Evil, Purify Food and Drink, Remove Fear, Sanctuary (when near mountains or nets), EntangleD (appears as ropes and nets), Allure*

2nd Level: Bless, Find Traps, Hold Person (appears as a net), Charm Person*

3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Locate Object, Remove Curse (reversible on men only), SnareD, Water BreathingD

4th Level: Create Food (fare from the mountains or the sea), Cure Serious Wounds, Lower Water (reversible), Neutralize Poison, Protection from Evil 10’ Radius, Polymorph Self* (butterfly)

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Faithful Hound*, Commune with NatureD (mountain and aquatic environments only)

6th Level: Animate Objects (ropes and nets only), Find the Path, Part Water, Word of Recall (to a watery or mountain area)

7th Level: Astral Projection, Regenerate, Restoration




Avatar of Britomartis
Align: N
MV: 40’ (swim 100’)
AC: 2
HD: 17
Atk: 1 net or bow
Dmg: 3d8 (bow)
SP: Net entangles those within a 10’ area; priestess of Britomartis spells/ abilities (level 17); immune to harm from women, mountains, or the sea
Magic Resistance: 17%
SV: C17
Mor: 10



Enjoying her nets and mountains, an Avatar of Britomartis appears as a beautiful and free-spirited woman. She's thrilled to meet fishers, trappers, hunters, and others who make their living from the mountains or sea. In fact, any she meets will be granted a +1 to all rolls for the next 1d12 hours, thanks to her Good Maidenly love. Those who would harm women though, such as Minoan kings chasing them into the sea, will instead receive a curse.


Britomartis Encounters
There are many ways to include Britomartis and her followers in one’s campaign. Here are just a few. Roll 1d4:
1. The party arrives at an isolated enclave consisting solely of Britomartis worshippers. These women need some help with fixing various things... and with breeding.

2. A Britomartis priestess casts her net on the party, trapping all those who fail to avoid it. She is accompanied by 1d4 amazon warriors (see Divinities and Cults: Volume I) and will kidnap any women in the group for their secret rituals, leaving the men behind.

3. A false cult claiming to follow Britomartis wishes to force her ways upon an entire land. The party might need help from real followers of Britomartis to stop it and restore traditional ways again.

4. An attractive woman is spotted up ahead. She either follows the Path of Britomart, Diktynna, or Aegina-Aphaia. She also has a 10% chance of actually being an Avatar of Britomartis!


Next week: we spread some Yuletide cheer with a sinister being!



Wednesday, December 13, 2017

Priestesses of Britomartis, Part III

Divine Tests (Britomartis)
 The Good Maiden loves her faithful, though even they can get caught in her nets.

1-4. Struggling in the waters, pursued by Minos (whether metaphorically or not), the priestess takes a penalty to all her rolls equal to her divine test result (-1 to -4), double (-2 to -8) if she is actually trapped or being pursued by a man. In any case, the penalties last for 2d3 hours.

5-9. Great Goddess, how to make things right with you? The priestess will find out, losing access to some of her spells (50% chance for each) including possibly her turn ability. Roll 1d6 for each to determine what she needs to do in order to be able to use it again. Each require 1d3 hours:
[1] Spend time in an area where there are only women (preferably on an island).
[2] Worship at a temple of Artemis or similar goddess, or even before a priestess of one.
[3] Engage in commerce (i.e. shopping).
[4] Hunt.
[5] Assist fishers, sailors, hunters, or others who make their living from the mountains.
[6] Be followed around by 1d3 huge, vicious sacred dogs. They won’t harm the priestess and are actually overly protective, attacking any adult males that come within 30’ of her. Treat them as black bears.

10-14. For better or for worse, the priestess merges with Britomartis, becoming more like her goddess from now on. Roll 1d3.
[1] Like mountains rising above the sea, so too does her bosom expand. The priestess gains +2 Charisma, but also -5’ speed and -1 Dexterity, due to its new bearing and weight.
[2] The sea nets of Britomartis can be ensnaring. From now on, any who stand next to the priestess and is romantically compatible must save vs. spell or become charmed by her scent, also suffering a -1 penalty to all rolls for the next 1d6 turns.
[3] Some take Britomartis to be a nymph and so too now do they take the priestess. She becomes immune to any ill effects of climate (often barely clad to emphasize that fact) and gains a further +2 Charisma bonus with regards to attractiveness. Still, she now also suffers a -1 to all rolls unless she spends at least 1d6 turns each day in a watery or mountainous environment.

15-17. The priestess experiences one of the three paths of Britomartis. Roll 1d3.
[1] Way of Britomart: A true virgin warrior maiden, she can now wear any type of armor but will suffer a divine test if she ever violates her chastity and takes a -1 to all rolls for the next 1d6 turns if she even considers doing so.
[2] Way of Diktynna: A queenly Minoan bull priestess, she can now wield two Labryses or other types of axes at a time and gains a +2 bonus to all rolls related to women. On the other hand, she must always bear her breasts bare, suffering an AC penalty of 2 and stares from those unfamiliar with Minoan ways, as well as a -10 penalty to resist or escape nets of any type.
[3] Way of Aegina-Aphaia: A mysterious river nymph, she can now breathe water at will, swim at double speed, and detect treasure within 60’, though a person may become jealous of her wealth or she might be carried off by Zeus to a random island to bear his child (a base chance each day of 20% with the former; 3% with the latter).

18+ Her nets draw her down, her mountains rise as she struggles to be free. The priestess remains confined to the nearest body of water for 1 day per divine test total over 17, unable to escape during that time. She can then only be moved by fishermen or similar types until the test’s duration is over.

Next week: Priestesses of Britomartis concludes with Part IV!