Wednesday, April 26, 2023

Artemis Encounters, Part III

Quests of Artemis
There are many ways to honor Artemis, some merciful, some done out of vengeance.  Each can be incorporated into general campaigns for all characters, or even as alternate divine tests for her cleric-types. The number that need be affected, their relative power, and the trials to reach the quest's destination can all be taken into account in order to gauge its difficulty. Roll 1d10.

1. Care for animals (Potnia Theron): Save a Calydonian boar from mistreatment, even if it is itself hazardous. See Volume I for its stats.

2. 
Assist expectant mothers (Eileithyia): Rescue a mother and child from a fell gang of bandits.

3. 
Protect children, innocence (Brauronia): A dangerous cult has come to power, wishing to rob youth of their innocence with their perversity.

4. 
 Protect wild places - honor barriers (Britomartis): A nearby wildland is in dire need of patrol, not only to keep the local denizens safe, but also to keep any interlopers out, including men who would wish to help.

5.
Enjoy the hunt (Agrotera): Giving into primal ways, but yet resisting any other primal urges, a wild hunt is called for!

6.
 Savor the liberating light of the moon, transformation (Selene): An individual has gone missing, last seen on a night of the full moon. There's a good 25% chance that he hasn't been changed into something unnatural.

Wednesday, April 19, 2023

Artemis Encounters, Part II

Temples of Artemis

Sacred Space (d20)
Reflecting Greek harmony with nature, such places are often replete with (roll 1d10):
1. Animals
2. Expectant mothers
3. Children
4-9. Wilderness
10. Hunting
11. Elements of the moon
12. Revenge
13-16. Another aspect of Artemis (see Part I)
17-20. Reroll twice

Style (d4)
1. Ionian: smooth, natural, 75% chance of being somewhat painted
2. Dorian: practical, natural, 25% chance of being somewhat painted
3. Corinthian: exotic, natural, 75% chance of being somewhat painted
4. Aeolian: primitive, natural, 5% chance of being somewhat painted

Wednesday, April 12, 2023

Artemis Encounters, Part I

 Followers of Artemis

ARTEMISIAN PHILOSOPHY
Though Artemis's followers usually honor all her tenets, many emphasize one or a few. This choice not only guides their motivations and general personality traits, but it can also adjust the mysteries, magical side-effects, and divine test results available as written in Volume I.

Main Emphasis (d10)
1. Care for animals (Potnia Theron)
2. Assist expectant mothers (Eileithyia)
3. Protect children, innocence (Brauronia)
4. Protect wild places - honor sacred barriers (Britomartis)
5. Enjoy the hunt (Agrotera)
6. Savor the liberating light of the moon, transformation (Selene)
7. Protect virginity (Parthenos)
8. Honor bears (Kallisto)
9. Bring harsh judgment upon those who transgress upon innocence (Keladeinē)
10. Split focus (reroll twice)

Wednesday, April 5, 2023

Apollo Encounters, Part III

Quests of Apollo
The Main Emphasis of the Apollan (or even Apollo himself, depending on the situation) can determine which sort of quest is bestowed. Examples are provided, which can then be used in campaigns for all characters, or even as alternate divine tests for cleric-types who follow him. The number of individual targets, their HD or level, and the distance and perils to reach the quest's destination can all factor into their degree of difficulty. Roll 1d20.

1-2. Light (Lyceus): bring light to a subterranean foe (and defeat them).
3-4. Protection from Evil (Apotropaios): protect the good (by defeating evil).
5-6. Smiting Evil (Apellon): expose one who is evil (and defeat them if possible).
7-8. Prophecy (Iatromantis): be at a certain place, at a certain time, doing a certain thing in the service of Fate.
9-10. Healing (Iama): heal another.
11-12. Music (Musagetes): play a song well to a certain individual or group.

Wednesday, March 29, 2023

Apollo Encounters, Part II

Temples of Apollo

Sacred Space (d20)
Reflecting Greek harmony and empyreal ideals, such places are often replete with (roll 1d10):
1-5. light
6-7. music
8. prophecy
9-11. another aspect of Apollo (see Part I)
12-20. reroll twice

Style (d4)
1. Ionian: smooth, elegant, 25% chance of being partially gilded
2. Dorian: practical, stately, 10% chance of being partially gilded
3. Corinthian: exotic, flowing, 33% chance of being partially gilded
4. Reroll 1d3 twice (difference will then be seen in the cella)

Wednesday, March 22, 2023

Apollo Encounters, Part I

Followers of Apollo

APOLLAN PHILOSOPHY
Though his tenets generally appeal to all of Apollo's devotees, many focus on just one. This emphasis can not only guide their motivations and general personality traits, but it can also adjust the mysteries, magical side-effects and divine results available as written in Volume I.

Main Emphasis (d20)
1-2. Light (Lyceus)
3-4. Protection from Evil (Apotropaios)
5-6. Smiting Evil (Apellon)
7-8. Prophecy (Iatromantis)
9-10. Healing (Iama)

Wednesday, March 15, 2023

Clerics of Woden, Part IV

Spells of Woden
Such wildness brings what the wælcyrgie sings. In addition, Woden's healing spells have a 75% chance of requiring the cleric to describe what's being done (e.g. bone to bone, blood to blood, etc.), for every time they're cast.

1st LevelCure Light Wounds, Detect Magic, Protection from Evil, Remove Fear (reversible), Resist Cold, Pass without Trace (D), Hold Portal*

2nd LevelAugury, Bless, Delay Poison, Hold Person, Holy Chant, Spiritual Weapon (held by a wælcyrgie), Snake Charm, Warp Wood (D),  Knock*, Scare*

3rd LevelCure Blindness (reversible), Cure Disease, Dispel Magic, Feign Death, Lesser Rune (as Glyph of Warding, but can trigger other spells too), Prayer, Remove Curse, Striking, Speak with Dead, Neutralize Poison (D), Snare (D), Explosive Runes*, Protection from Normal Missiles* 

4th LevelCure Serious Wounds, Divination, Protection from Evil 10’ Radius, Sticks to Snakes (reversible), Passplant (D), Confusion*, Fear*

5th LevelCommune, Cure Critical Wounds, True Seeing, Tree Stride (D), Feeblemind*

6th Level: Animate Objects (wooden statues only), Find the Path, Heal, Summon Spirit (wælcyrgie or landwing),  Dweomer of Rage*, Death Spell*, Legend Lore* 

7th Level: Irresistible Dance*, Restoration, Wind Walk, Finger of Death (D), Duo DImension*, Mind Blank*


The Weoh of Woden
an Anglo-Saxon Encounter
Key
1. Fence: 5' tall, open slotted wood.
2. Outer Building: 8' tall at the peaked roof . Twin animal head gables at the north and south ends.
3. Gates: 5' wide, closed slots.
4. Open area: hardened ground, wooden columns supporting the roof above.
5. Wooden Idols: representations of Woden, and also Freo and Thunor placed behind a 4' high partition wall.
6. Sacrificial Pit: contains animal bones, 3' deep.
H. Hearths: sunken 3' deep, 5' in diameter, provide light and warmth to the temple as needed.

The Weoh (Anglo-Saxon Temple)
Administered by Coifbeald, a cleric of Woden (see below), the weoh can be placed in any Anglo-Saxon lands, even in ones newly acquired by them. And though idols to Freo and Thunor are also here, their worship is considered mainly supportive. The other divinities can be given more prominence or even be replaced entirely depending on what type of cleric is presiding. 

Magic Use
As with holy places of other cultures, Anglo-Saxon spellcasters can reroll their magical side-effect results while within the weoh. And since it is a somewhat unified pantheon, they may also pick which result they wish to keep if their divinity is currently prominent. Anglo-Saxon spellcasters only have a  50% chance of being able to do so if their divinity is in a supportive role though. Otherwise, they must abide by the second magical side-effect result.

Coifbeald
Each time the party visits, the resident Cleric of Woden has a 75% chance of being present and the weoh being open. When he is there, Coifbeald has a 80% chance of behaving normally: removing his hood and assisting them if they are good Anglo-Saxons or allies, keeping his hood on and attempting to drive them off if they are not. 

He does have a 20% chance of behaving madly though, being taken greatly under the influence of Woden's inspiration.. In this case, he will grab his enchanted spear (which he usually leaves outside hidden behind a fence post), and start yelling at Woden and trying to stab his idol. Not actually being an idol, Woden will take little offense. Still others, not grasping the finer points of Woden's faith, may attempt to intervene, only to be targeted by Coifbeald instead. In any case, the cleric's rage will be sated after 2d6 rounds. He will then be exceedingly pleasant.

If asked about his outbursts, frequent visitors to the weoh will note that Coifbeald has done this on other occasions. They call it him being 'Coify' or 'Coifi'.

Coifbeald, Lvl 5 Anglo-Saxon cleric of Woden, Align: N, MV: 40’, AC: 6, HD: 5-1, Atk: 1 (spear), Dmg: 1d6, SP: Aged (x2, +2 WIS, -2 CON), Hooded One (+4 to drive away others; same penalty to receive affection), Inspired-Touched (x2, 20% chance of behaving madly per holy or unholy place encounter), spells prepared (1st: Cure Light Wounds, Detect Magic, Remove Fear (reversed), Pass without Trace (D), Hold Portal*; 2nd: Augury,  Hold Person, Spiritual Weapon (held by a wælcyrgie), Snake Charm, Knock*; 3rd: Lesser Rune, Protection from Normal Missiles*, SV: C5, Mor: 9, Items: holy symbol, hooded cloak, +1 spear, dagger, golden ring, 5d20 gold pieces.

Considerations
The weoh can serve as a place for the party to rest and receive support, or for them to attempt to defeat. It all depends on whether they are seen as good Anglo-Saxons or allies or not, and how they see Coifbeald and his madness.


Next week: we begin a new series of divinity encounters, starting with Apollo!
 

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!

 

Wednesday, March 1, 2023

Clerics of Woden, Part II

Magical Side-Effects of Woden
Insight made reveals magic seen.

1. Cunning Wise
: Challenges can be overcome with the secrets of the runes. Without them, likely requiring an Intelligence or Wisdom check (DC 15), an offering worth at least 1d3 gold pieces per level or HD of the spell's target is needed.

2. Lord of Men: Woden is king and progenitor of many. If it is to help the magic's recipient, then they must be Anglo-Saxon or some related folk. If not, then it will only be 50% of its usual power.


3. Wode Way: Divine madness can bring the best inspiration. The cleric must act so erratically for the next 2d3 rounds- moving, speaking, or even attacking at random (reroll each round). If not, then the spell will take 1d3 turns to occur, finding its own way instead.

4. Doom's Plenty: If it would bring about the end of something, then all within 120' have a 50% chance of gaining a +2 bonus to such rolls. The effect lasts 3d4 rounds.

5-8. Insightful Mark: Something reflecting deep understanding might reveal itself (a 33% chance), though the spell otherwise works normally in any case. 

9. Spirits Sung; Wæcyrigen and land wights (Anglo-Saxon valkyrie and nature spirits) come close, improving the spell's 
effect, range, or duration by 50%. Nevertheless, if the cleric hasn't been brave or so connected with the land for the last 2d4 hours, then he'll suffer a -1d3 to all rolls for the next 2d4 turns instead.

10. Nine Twigs of Glory: If the magic involves the number nine, herbs, or righting some wrong, then its effect, range, or duration can be increased 50%.

11-12. Gealdor Charm: What is spoken may resound further. If the magic is cast with a clear, chanting voice, then it can experience double its effect, range, or duration, and it is not expended so it can be cast again that day. And if the Nine Twigs of Glory is also used in some way (per #10 above), then one of those aspects may be tripled.


Runecasters
Treat as clerics of Woden and similar deities, except that:

* Their magic takes longer to cast, typically 1d3 minutes per spell level, as the runecaster must carve them onto wood, bone, metal, or stone.

* Once done though, anyone can activate the spell, simply by touching and saying the runes (if they know what they are). The spell will then be cast upon them.

* To prevent an overabundance of such runes waiting to be activated, each one counts as a spell that the runecaster can cast that day, so it cannot be recast until either the rune is activated or destroyed.

* More permanent runes can be used to create magic items, per Referee.



Next week: clerics of Woden, Part III!