Wednesday, October 21, 2020

Fighter-Wizards of Lemminkainen, Part V

   

Lemminkainen Encounters
In a strait, all things are useful. Lemminkainen will see just how resourceful the party is. And if things get too dicey, there's always a base 25% chance of one faithful in him showing up to join in the adventure too (per result #12).

Roll 1d12
1. One party member's mother warns them about an upcoming encounter below (reroll on this table to determine which one). They would be wise to heed her wisdom. 
 
2. 2d6 taunting maidens dwell here. Being of 1d4+4 Charisma each, one might wish to abduct one for wifeing purposes, but also being Pohjolan, one might pass. Even when taken and betrothed, she may wish to dance with others in the halls of joys and pleasure (a base 25% chance per month)...

3. The party can't rest their mounts anywhere, nor remove their armor (barding or human-type). Whenever such is attempted, annoying phantom babes and old women show up to chastise them and prevent it. Such a curse can only be identified by one faithful in Lemminkainen (or similar divinity), though a follower of another divinity would actually be needed to remove it. 

4. What lies ahead? A Pohjolan hold! Within, one will find 2d6 Pohjolan swordsmen drinking flagons of beer with snakes and lizards at the bottom, 1d4 dogs that love to lick the blood of strangers, and 1 Pohjolan host, ready to duel. There's also a 50% chance of 1d4th level noita of Louhi being within (detailed next week) to lead the dark northerners as a Hostess, as well.
Pohjolan Swordsmen: Align: C, MV: 40’, AC: 6, HD: 1, Atk: 1 sword, Dmg: 1d6, SP: none, SV: F1, Mor: 8 (4 if Host is slain)
Bloodlicker Dogs: Align: N, MV: 70’, AC: 8, HD: 2, Atk: 1 bite, Dmg: 1d4, SP: +3 to hit those who are bleeding, SV: F2, Mor: 9 (1 if Host is slain)
Pohjolan Host: Align: C, MV: 40’, AC: 3, HD: 4, Atk: 1 sword, Dmg: 1d8+2, SP: abilities of 4th level fight, SV: F4, Mor: 10
 
5. A hiisi moose is rumored to dwell here. Those who come across it (a base 10% chance of searching each hour) will find the rumors to be true, the beast to be a dire moose with treelike qualities, and it has an incredibly foul disposition. There's also a 25% chance of running into 1d4 lightly clad forest-dames (Finnish dryads) each hour.
Hiisi Moose: Align: C!, MV: 70’, AC: 7, HD: 4, Atk: 1 gore, Dmg: 2d8+2, SP: immune to mind/animal effects, can be treated as a plant, SV: F4, Mor: 6
 
6. With a hideous, fiery neigh, one of Lempo's fire-expiring stallions dashes forth! Even though it would seem an otherwise normal horse, the stallion's hide is continually aflame, causing terrible burns to any who come too close. Only some sort of dousing will allow it to be ridden.
Fire Stallion: Align: N, MV: 90’, AC: 8, HD: 2, Atk: 1 kick, Dmg: 2d6, SP: those within 3' take 2d6 fire damage each round, SV: F2, Mor: 3

7. Gliding upon a nearby death river is a black swan, or some other surprising event. Such a sight might seem an epiphany; that is, until a blind shepherd (with surprisingly good aim), begins cursing profusely and opens fire!
Blind Shepherd of Death: Align: C, MV: 20’, AC: 9, HD: 2, Atk: 1 bow, Dmg: 1d6, SP: +6 to hit with his bow; those struck must also save vs. death or die! (those slain may then also only be resurrected by their mother); otherwise blind, SV: F2, Mor: 12

8. A glowing, smoky wall of flame blocks the way ahead. All who attempt to pass through will take 10d6 damage. Another route must be found, unless travelers are overly fond of a sauna.

9. As the party rounds a turn, they discover a lava river flowing beyond. Luckily, it seems like it can be bypassed with a minor detour. Unluckily, within the river is a rocky pinnacle. From that springs a fire eagle intent on bringing the fire directly to the party.
Fire Eagle: Align: C, MV: 120’ (fly), AC: 7, HD: 3, Atk: 1 fiery bite/ 2 fiery claws, Dmg: 1d6+3/ 1d3+3  (fire), SP: those within 3' take 2d6 fire damage each round, may breathe a 60' cone of flame for 3d6 damage every 3 rounds, SV: F3, Mor:8

10. What is that I hear? Something sounding like a howl and a roar... Those who remain to find out will be attacked within 2d4 rounds by a hideous wolf & black bear. These monsters will aggress relentlessly until given something to eat. Otherwise, the party members will do!
Hideous Wolf: Align: N, MV: 70’, AC: -2, HD: 2, Atk: 1 bite, Dmg: 1d4+2, SP: very hard to injure and has 75% magic resistance, but will stop to eat any food or prey given, SV: F2, Mor:12
Hideous Bear: Align: N, MV: 50’, AC: -2, HD: 4, Atk: 1 bite, Dmg: 1d6+4, SP: very hard to injure and has 50% magic resistance, but will stop to eat any food or prey given, SV: F4, Mor:12

11. All manner of lizard and serpent slither here. For the next 2d6 rounds, each party member must save vs. paralysis or be bitten for 1d3 damage and then must save vs. poison or fall unconscious for 3d6 rounds (to be potentially bitten again). What is more, there's a 15% chance each round of a very large serpent with 100 eyes showing up too.
100-Eyed Serpent: Align: C, MV: 30’, AC: 6, HD: 6, Atk: 1 bite, Dmg: 3d6, SP: those bitten must save vs. poison or die!; cannot be surprised or flanked (it has 100 eyes!) , SV: F6, Mor:10
 
12. One faithful in Lemminkainen approaches. Apart from his obvious brash, minstrel-upstart ways, conversation will reveal that he is actually (roll 1d12): [1-2] just one who greatly emulates Lemminkainen, [3-4] a Tiera-type fighter-henchman, [5-9] a fighter-wizard of Lemminkainen , [10] a fighter-ranger of Lemminkainen , [11-12] a wizard-bard of Lemminkainen
 
 
DCC Conversion Notes
Save vs. death= make a Will save DC 10
Save vs. paralysis= make a Reflex save DC 15
Save vs. poison= make a Fortitude save DC 15
 
 
Next week: noitas of Louhi! 
 
 
 

Wednesday, October 14, 2020

Fighter-Wizards of Lemminkainen, Part IV

Spells (Lemminkainen)
To be brash, one must use clever magic, though fighting, tracking, and singing may be required too. 
 
1st Level: Create Water (as ice rain), Delay Poison, Protection from Evil, Remove Fear (reversible), Taunt Person (reversed Charm Person*)

2nd Level: Bless, Silence 15' Radius, Burning Eyes (as Burning Hands*, but shoots from the fighter-wizard's eyeballs instead), Fire Arrows (as Magic Missile*, but are on fire), Sleep*

3rd Level: Conjure Animals (only to distract, perform nonviolent actions, or feed/ feed on other animals), Call Lightning (D), Hold Animal (D), Invisibility*

4th Level: Create Food and Water, Fire Sword (causes the fighter-wizard's sword to be engulfed in flame, allowing it to cause +1d6 damage per round to those it hits for 1 round per caster level; can also be used to cut through walls of fire). Summon Sylvan Beings (D), Haste* (over snow only), Ice Storm*

5th Level: Dispel Evil, Summon Spirit (ancestral, elemental, or nature spirit), Hallucinatory Terrain (D), Feeblemind*, Polymorph* (self; eagle form only)
 
6th Level: Commune (with Mielikki or Ukko, since Lemminkainen is a demigod), Disintegrate*, Maze*



Ranger-Wizards & Wizards-Bards
For those looking for more specialized followers of Lemminkainen, there can be ranger-wizards or bard-wizards too. 
 
Ranger-Wizards: fight as clerics and have the tracking abilities of the ranger. They still learn only one spell per level, can only cast 1/2 the cleric's amount of spells per day, and cannot turn- the same restrictions as fighter-wizards.
 
Wizard-Bards: use the rules for bards in Volume II, but substitute Lemminkainen spells instead.
 
 
Next week: Fighter-Wizards of Lemminkainen, Part V!
 

 

 
 

Wednesday, October 7, 2020

Fighter-Wizards of Lemminkainen, Part III

 
Much adventure comes with following such heroic audacity.

Divine Tests
1
-10. What shall the fighter-wizard go forth and seek? He loses access to all of his spells- roll 1d10 for each one to see what he must do to get it back.
[1] Find a beautiful (potential) wife with braided tresses, especially if he doesn't have one already.

[2] Abduct a beautiful (potential) wife, since finding one may not be enough.
[3] Stand up to the next group he encounters: stilling sneers, silencing taunts, and crushing bosoms.
[4]
Abstain from war, not initiating combat for the next 4d3 hours unless someone else initiates it first.
[5] Insult a shepherd.
[6] Acquire a new, well-made item: even better if it's magical.
[7] Hunt a moose or similar beast for at least 1 hour. There's a base 25% chance of it being found each turn, and it will be hiisi (dire: +4 HD, +2 dmg)!
[8] Roll for a divine test from Mielikki, hopefully also enjoying some wooded place and meeting some fetching forest-mothers too in the process (2d4 Finnish dryads- a base 33% chance of the latter).
[9] Bridle a wild horse, though it will become inflamed once found, causing 2d6 damage each round to all who come within 3' of it.
[10] Find a swan, but if it's black (a base 25% chance), then the fighter-wizard immediately experiences a 12 +1d6 test on this table.

11-16. Sometimes, the adventures find you. Unless the fighter-wizard succeeds at 3 Charisma checks in a row, something fell befalls him. Roll 1d4.
[1] Alas, his wife (or nearest counterpart) goes to dance in the halls of many strangers, halls of joy and pleasure. Time to find a new one...
[2] Nowhere can the faithful of Lemminkainen find rest, not even for his mount for the next 24 hours. He may sit a while, but will always be disturbed by some old woman or babe.
[3] Pohjolans attack: 2d4 fighters with 1d3 levels each and 1d3 mean hounds that love to lick the blood of strangers (1d2 HD each)!
[4] For the next 3d4 hours, any fences, portals, or barriers the fighter-wizard comes to are either writhing with snakes or are made of fire. He (and any lucky others who are in the area) can save vs. paralysis to pass through them to only take 1/2 of the 4d6 damage each would otherwise inflict.

17+ Beware of Nasshut, the blind Pohjolan shepherd! The fighter-wizard is slain by such a cur's serpent arrow, chopped to pieces, and dropped in the nearest river. He can only then be resurrected by his mother raking his pieces back together, but she must do so within 3 days' time. If his mother is still alive, she will know, for his hairbrush will give the telltale sign of oozing blood. If not, then he remains slain. And for every divine test result over 17, reduce the number of days she has to save him by 1. Wise followers of Lemminkainen often keep their mothers (and their hairbrushes) not too far for just this reason.


DCC RPG Conversion Notes
Charisma check = Personality check DC 15
Save vs. Paralysis = make a Reflex save DC 15 




Next week: fighter-wizards of Lemminkainen, Part IV!


 

Wednesday, September 30, 2020

Fighter-Wizards of Lemminkainen, Part II

Magical Side-Effects
Such adventures to be had, whether on the hunt, by war, or in song. Roll 1d12. 

1. Brash: Reckless, the magic must be cast in Lemminkainen's way, doing such dangerous and upstart things that most mothers would not approve of. If not, then the spell will have the opposite intended effect, being quite brash after all.

2-3. Minstrelsy: Whether it be entreating with song or haranguing would-be mockers that one would defy, a Charisma check is needed now. Otherwise, the spell only works at half strength. 

4-5. On the Hunt: One must take what one quests for! If the casting would help the fighter-wizard gain something, whether another's loyalty or some tangible object, then it will work normally.  If not, then roll on Mielikki's Magical Side-Effects table, since Lemminkainen was known to follow her on his own hunts.

6-8. No Side Effect: The spell works normally this time, though it still must be spoken or sung. 

9-10. Fine Item: If holding a fitting weapon, garment, or tool that is well-made to cast the spell, then its effect, range, or duration can be doubled. If not, then the spell just works normally and he should get such an item soon!

11-12. Oath-Made: The magic can be cast for twice its normal effect, range, or duration, but only if the fighter-wizard is currently abiding by some promise or, even better, breaking one since the other reneged on the deal first.


DCC RPG Conversion notes
Charisma check = Personality check (DC 15)



Next week: Fighter-Wizards of Lemminkainen, Part III!


 

Wednesday, September 23, 2020

Fighter-Wizards of Lemminkainen, Part I

Lemminkainen
Neutral Finnish Demigod of Adventure

Tenets of Lemminkainen
* Journey to take what is yours
* Honor oaths as long as others do (especially women)
* Fear not death or failure
* Use great items to ensure your success

Fighter-Wizards of Lemminkainen
Special: Being a demigod, Lemminkainen is just served by fighter-wizards (see below).
Allowed Weapons: Any
Allowed Armor: Chainmail and shield or lighter
Symbols: Copper Rake, Horse
Can Turn: None
Mysteries of Lemminkainen:  Fighter-wizards of Lemminkainen use a fighter's stats for combat, but gain no weapon specialization or other special abilities. In return, they can cast spells as clerics of the same level, but learn only one spell per level and can only cast 1/2 the cleric's amount of spells per day. 



Next week: Fighter-wizards of Lemminkainen, Part II!

Wednesday, September 16, 2020

Priestesses of Ilmatar, Part V

 

Ilmatar Encounters 
All the winds can bring, all that can be brought by air, you see.

Roll 1d12
1.
The sky clears, revealing the lofty firmament above. Ilmatar's followers, those who follow similar gods, and even sky-appreciators in the area gain a +2 to all rolls for the next 1d4 hours. Those who dislike such things gain a -4 instead; that is, if they are even around to view it.

2. Great winds swirl, ripe with new seed. All not secured and who are within 1d6 x 100' are blown 1d10 x 10' in a random direction, possibly colliding with objects for 1d6 damage per 10' traveled. And if possible, each has a base 10% chance of becoming pregnant.

3. Do you hear that? Something fell is upon the breeze and the 1d4 quarter mile area where this encounter takes place will experience great destruction starting within 1d6 turns. Only the stoutest of structures (and those who seek shelter within them) will survive the event. A faithful of Ilmatar will know this is coming and give forewarning to all who will listen (per #12 below), though as with all weather prognostications, there is only a base 50% chance of it being accurate.

4. Beyond belief, this place is simply aerial, with no ground or water to find purchase in sight! Such is the realm from which Ilmatar came, though only those who follow her will know there's no reason to scream- simply enjoy the flight (or falling) as the clouds rush by, until land is safely found again sometime in the next 3d6 rounds.

5. Ahh, calm, clear water are at this location: quenching thirst, easing burdens, and reinvigorating the soul. Any who take the time to rest gain the benefits of a full night's rest, even if it is just for 1d2 hours.

6. Waves course here, causing all to save vs. paralysis or be knocked prone. The wetness will soon dissipate (unless the area was already wet), though the disarray will not. 

7. Murky depths flood everywhere, keeping all except those who enjoy such things low with burden (a -4 to all rolls), but making any pregnancies and births much easier (with a +10 bonus).

8. Behold! A winged creature descends from the sky: none other than a duck. This magic being will lay 7 eggs. The first 6 each function as a Gate spell when cracked open, while the 7th functions as Flesh to Stone, except that it turn ones hit by it to iron instead.

9. Suddenly a burning comes upon a lucky female party member (or nearby NPC if none are in the party), ironically not from where one might think. In fact, it makes her shoulders & knees erupt in flame, doing 1d6 damage to all who stand right in front of her, unless they are followers of Ilmatar or the like.

10. Landforms change radically here, with hills rising and cliffs falling. Each 30' radius spot within sight changes elevation by (1d20 -10) x 5 feet, thereby adjusting anywhere from 45 feet lower to 50 feet higher.

11. With a wisp and a whisper, a spirit of air is here. Its presence encourages lightness, shifting, movement, and the blowing around of light objects, causing all to save vs. spell or react more in that way, though the spirit cares not. It stays with the party for the next 1d10 turns, unless somehow banished or brought to a very earthy or enclosed area.

12. One faithful in Ilmatar dwells here, a very light and gracefully quiet sky-appreciator (roll 1d12):
[1-3] just a non-classed faithful follower of Ilmatar, [4-7] a priestess of Ilmatar, [8-9] a tietaja of Ilmatar,
[10-11] a mystic of Ilmatar, [12] an avatar of Ilmatar.

 

DCC RPG Conversion Notes
Save vs. paralysis= make a Reflex save DC 15
Save vs. spell= make a Will save DC 15. 


Next week: fighter-wizards of Lemminkainen!

Wednesday, September 9, 2020

Priestesses of Ilmatar, Part IV

Spells (Ilmatar) 
Whether air, water, fire, or earth, Ilmatar's blessing can give great magic birth.

1st Level: Create Water (reversible), Cure Light Wounds, Detect Magic (if it's elemental in nature), Light, Resist Cold, Sanctuary, Divine Weather (D), Purify Water (D), Feather Fall*, Manipulate Fire*

2nd Level: Augury, Bless, Hold Person, Holy Chant, Resist Fire, Fire Trap (D, trapped item must have a duck symbol on it), Heat Metal (D), Obscuring Mist (D), Produce Flame (D, from shoulders or knees), Levitate*

3rd Level: Continual Light. Cure Blindness, Cure Disease, Dispel Magic (if elemental magic and is cast at 2 caster levels higher), Prayer, Remove Curse, Protection from Fire (D), Stone Shape (D), Water Breathing (D), Gust of Wind*

4th Level: Create Food and Water, Cure Serious Wounds, Divination, Lower Water (reversible), Flash Fire (D, reversible), Hallucinatory Terrain (D), Protection from Electricity (D), Temperature Control (D), Fire Shield*, Move Earth (Lesser)*

5th Level: Commune, Cure Critical Wounds, Flame Strike (can take the form of any element), Control Winds (D), Transmute Rock to Mud (D, reversible), Wall of Fire (D), Atmospheric Bubble*, Conjure Elemental* (though spell will end if caster is distracted), Passwall*, Wall of Stone*

6th Level: Heal, Part Water, Stone Tell (can be used on any element), Summon Aerial Servant, Control Weather (D), Fly*, Move Earth*, Stone to Flesh (reversible)*

7th Level:  Earthquake, Restoration, Wind Walk, Animate Mineral (D), Control Weather (Greater, D)

 
 
Next week: clerics of Ilmatar, Part V! 
 
 
 


Wednesday, September 2, 2020

Priestesses of Ilmatar, Part III

From the air, upon the waters, such fire and earth to forge Ilmatar's sons and daughters.

Divine Tests
1-4. The wind blows, the seas flow. The priestess will need to attune to the elements for the next 2d6 turns, 1d6 if doing so in an especially windy, wet, fiery, or earthy place.

5-9. Being an elemental great spirit, Ilmatar has little else to demand of her priestess but to become more at one with the air, water, fire, or earth. The priestess loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d4 to see what she needs to do to get each one back.
[1] Be under the open sky for 2d2 hours, 1d2 if it's also windy.
[2] Be submerged at least chest deep for 1d2 hours.
[3] Be surrounded by fire for 1d3 turns, or by eggs and/or ducks.
[4] Lay on natural earth for 1d3 hours.

10-16. The potency of Ilmatar shifts, bringing atmospheric change to wherever the priestess goes. Each one will affect all within a 1 mile radius, centered on her for the next 4d6 hours. Roll 1d4.
[1] Great winds: light objects and beings are blown away; heavier objects and beings have a base 20% chance of being knocked down or can make a Strength check to resist. Recheck every 1d3 turns while the event lasts.
[2] Heavy rains: floodwaters rise at a rate of 1 foot per hour, ruining low-lying structures. All without cover are otherwise drenched, causing those who enjoy dryness to suffer a -3 to all rolls if they don't drown first.
[3] Heat wave: crops wither and tensions rise, though all must save vs. death to even have the will to do anything about it. Otherwise, they just lie around and pant unless they specifically enjoy such great heat.
[4] Drought: all becomes dry as kindling, with the earth shining majestically through. Those affected gain a +3 bonus to sight, hearing, and other checks related to the clear air, while those who enjoy moisture will only suffer a -3 to all rolls instead.

17+ Mimicking the birth of Ilmatar's well known son, the priestess vanishes, brought to her goddess's airy womb beneath the waves. Though kept safe and nourished while within, she remains for at least 1 day, plus 1 additional day per divine test result over 17. Afterwards, she may only attempt to escape once each day by successfully saving vs. death. If not, then she must wait until the next day in order to try again.



DCC RPG Conversion Notes
Turn ability= Turn Unholy ability 
Strength check= DC 15
Save vs. death= make a Will save DC 10



Next week: clerics of Ilmatar, Part IV!


Wednesday, August 26, 2020

Priestesses of Ilmatar, Part II

Magical Side-Effects
The Air Maiden becomes Mother in the Waters, emitting Fire to create Earth. Such is her magic that it often requires attunement with the elements themselves. Roll 1d12. 

1. Vault Above: Where else do all come but from the virgin realm overhead? The priestess too must be underneath the sky (or at least in sight of it) for the magic to occur. 

2. Mother's Task: Buffeted by wind, Ilmatar rests in the deeps to await. The priestess needs to have been so struck by wind, waves, or submerged sometime within the last 1d4 hours. If not, then the spell will occur at just half its normal strength.

3. Inkuboi: Warm islands arise so the mother can rest from her labors. It is now fire, eggs, or even a duck that the magic needs present. Otherwise, it shall only work once one is.

4. Lands Upon: And she makes the gullies and the hills, the rocks and the reefs too. Mirroring this, the priestess must be standing at least barefoot on natural earth, stone, or corral for the spell to function.

5. Bursting Creation: The eggs crack, causing all manner of thing to burst forth. Any within 60' gain a +2 bonus to  rolls to create, including spells with a lasting duration. The effect lasts for the next 2d6 rounds even if the creations go on longer. 

6-8. No Side Effect: The magic works as usual this time. 

9. Lands Arising: Not only does the spell have a 50% bonus to its effect, range, or duration, but the priestess can raise the height of a 5' circle of natural land by 5'. She can affect spots up to 60' away and such changes are generally permanent.

10. Seven Eggs: Emitting great heat, the priestess's shoulders and knees will cause those who would attack her in melee to take 1d6 + the priestess's level damage from the burns. Once activated, the defense lasts for the next 1d3 rounds. And for every 7th time this side-effect occurs, the priestess may instead throw an egg of iron at a foe within 120'. They must save vs. death or be turned to iron as well.

11. Water-Born Child: If the priestess is within sight of water, then the spell's effect, range, or duration can be increased by 50%- double if she's at least waist-deep submerged in it. Otherwise, she has a base 10% chance of  conceiving a child who will gestate within 1d3 days, be born in water, and be blessed (per Referee), much as Ilmatar gave birth to Vainamoinen if the winds are so inclined.

12. Air Blessing: The magic occurs for twice its normal effect, range, or duration, as well as it not being expended that day. What is more, if the priestess is underneath the open sky, then one of those spell elements may be tripled.


DCC RPG Conversion notes
Save vs. Death = make a Will save DC 10
Spell not being expended that day = gains a +2 bonus to its spell check


Next week: Priestesses of Ilmatar, Part III!