Wednesday, July 19, 2017

Wyrd Ways Promo #1

I wanted to take a two-week break from Divinity updates to pitch my upcoming (and very first) module to my many readers. As you can see from the wonderful cover picture by Luigi Castellani, it is a tribute to classic adventure with a twist of political satire thrown in.

From the cover:
“‘Wyrd’ things are afoot in Walstock. This town might seem like your ordinary, post-apocalyptic-now-turned-fantasy locale, but it is not! Fell Cults have begun to take over and it is up to the brave adventurers to stop one in particular: the Cult of the Shield Ghul.

But the ‘Wyrdness’ doesn’t end there. Though this adventure can be used to facilitate your typical wander-around-and-kill-everyone-to-take-their-stuff-type scenario, it also includes a sinister (and frankly genius) plot, feuding factions, plenty of hyphens, not to mention bizarre NPC’s and situations to either interact with or stab to death.

Prepare yourself for an unusual and memorable gaming experience. It could be just what the Barber-Dentist ordered!”

The party will essentially be tasked with apprehending a certain eccentric individual, causing a cascade of events to unfold of both an intriguing and bizarre nature. And as my playtesters found out, this isn’t your normal dungeon delve-type adventure: one even suggested putting a warning on the label.


Credits:
Writing and design: Dan Osarchuk
Cover Illustration: Luigi Castellani
Interior Illustrations: Jim Yoder, Jeff Call, Andrew Walter, John Blaszczyk, and Stock Art
Walstock Town Maps: John R.L. McNabb

Stats:
Labyrinth Lord & other Classic Game System Compatible 
Character Levels: 1-3
Pages: 30
Words: ~25K
Rating: A+, Freaking awesome!


Coming soon to PDF on Drivethru RPG, unless the Hospitaliers exsanguinate me first!



Next week: Wyrd Ways Promo #2!

Wednesday, July 12, 2017

Clerics of Fenrir, Part IV

Cleric Spells (Fenrir)
The Great Wolf would rather his clerics bite and rip apart their prey, instilling fear and destroying all they encounter. But if they must cast a spell, then here they are- especially if such magic assists in biting off gods’ hands!

1st Level: Command, Cure Light Wounds (reversible), Detect Evil (reverse), Light (reverse), Protection from evil (reverse), Remove Fear (reverse), Pass without TraceD, Speak with AnimalsD (wolves only)

2nd Level: Bless (reverse), Hold Person (requires growling at them deeply), StumbleD, Detect Invisible* (via scent), Scare* (requires howling)

3rd Level: Animal Growth (wolves and other predators only), Cure Blindness (reversible), Cure Disease, Remove Curse (reversible), Striking (on bite attacks only, +9 vs. hands!), Gust of Wind* (usable against pigs and those in dwellings), Infravision* (also makes eyes look scary), Protection from Normal Missiles*

4th Level: Cure Serious Wounds (reversible), Detect Lie, Summon Animal ID (wolves only), Fear*, Polymorph Self* (only into grandmother forms that still have big eyes and teeth)

5th Level: Commune (requires making a gruesome kill first), Cure Critical Wounds (reversible), Dispel Evil (reverse), Summon Animal IID (wolves only), Fearsome Wolf (as Faithful Hound*, but far more upsetting and vicious)

6th Level: Find Path (involves much sniffing), Summon Animal IIID (wolves only), Dweomer of Rage* (no potion required), Globe of Invulnerability*

7th Level: Regenerate, Restoration, ConfusionD


Fenris Cleric Foes
Though particularly vicious players might certainly enjoy portraying clerics of Fenrir, they are far more likely to be encountered as adversaries (that is Fenris clerics, not vicious players in this case).

The following table provides stats for such foes at various levels. With some minor modification, it could also be used for other types of clerics too.

Fenris Clerics: No. Enc.: 1; Align: C...

1st level: Mve: 40’*; AC 7*; HD 1*; Attk: 2*; Dmg*: 1d3 (bite attack) and/or 1d4 (dagger); SP: Cleric spells, Turn, Fenris Curse (Save to not devour victims they have slain; gain a Strength bonus and hit points after doing so), Wolf-Hunger* (10% chance); Sve: C1; Mor: 6

3rd level (Shaman): Mve: 40’*; AC 6*; HD 3+2*; Attk: 2*; Dmg*: 1d4 (bite attack) and/or 1d4+1 (dagger); SP: Shaman spells, Become Ethereal 3 rounds/day, Fenris Curse, Wolf-Hunger* (30% chance); Sve: C3; Mor: 8
Note: Shaman spells and abilities are described in the Thrym entry in Volume II.

5th level: Mve: 40’*; AC 6*; HD 5+4*; Attk*: 2; Dmg*: 1d6 (bite attack) and/or 1d4+2 (dagger); SP: Cleric spells, Turn, Fenris Curse, Wolf-Hunger* (50% chance); Sve: C5; Mor: 10

* The effects of certain Divine Tests of Fenrir (Wolf-Hunger) can change his clerics permanently, granting them various boons and penalties that would affect the stats so marked. The cleric has a 10% chance per level of having experienced each of the following and would then be subject to the specific boons and restrictions thereof when encountered. See that section for specifics.

Roll for each:
1. An increased chance of hitting with their bite attack...
2. An improved AC & speed...
3. Larger size for greater Strength and Constitution...
4. Lycanthrope form...

In addition, beating the percentage by 20% or more means that the cleric has experienced that Test twice, thereby giving him double the bonus and penalty. For example, a 4th level cleric of Fenrir has a 40% chance of experiencing each of the above. On a d100 roll of 21-40, it’s shown that he’s experienced that Wolf-Hunger once. On a roll of 01-20, it turns out that he’s actually experienced that Wolf-Hunger twice!

Fenris clerics of higher levels can even have a chance of having experienced various Wolf-Hungers thrice or more (by beating the percentage by 40%, etc.), all depending on howl far the Referee is willing to go.


Next week: Preview of my upcoming module: Wyrd Ways of Walstock!



Wednesday, July 5, 2017

Clerics of Fenrir, Part III

Wolf-Hunger
Fenrir compels his cleric to hunt, consume, and destroy- and he should relish the task! Such results can also be used to randomly determine what a Fenris cleric’s motivations are when encountered as an NPC: how quickly he will try to eat the party... and whether he will use relish or not!

Divine Tests
1. Hunters need rest to grow larger and more vicious. The cleric must do so for the next 2d6 turns unless any prey comes within 10’ of him first.

2-3. Fenrir’s hunger must be sated now! The cleric need bite the first being he sees but can save to resist the urge. If he saves, then he must bite the second being he sees, and so on. Once he bites a being, then this particular instance of Wolf-Hunger is complete, though the being will likely attack the cleric then (a base 75% chance)!

4-9. The Great Wolf consumes some of the cleric’s spells (50% chance for each one), making them unavailable until the next stroke of midnight. Roll 1d6 for each one lost to determine what the cleric need do to use it before then:
[1] Empower or assist a monster or other vicious beast with its hunting.
[2] Hunt, slay, and consume 3d6 HD worth of being(s).
[3] Terrify an innocent by stalking them- dressing up as their grandmother would certainly help add to the terror.
[4] Attack those who are in their homes, especially by using threats of blowing their house down.
[5] Slay a jailor or other one who chains, or even free one who is chained (who can then be eaten afterwards- with or without relish).
[6] Eat a god, or at least part of one (e.g. an arm)... or eat a follower of one of the gods if nothing else!

10-11. As offspring of Loki, Fenrir has been known to associate with gods and other demon lords. Use a Test from one of the following in this case rather than Wolf-Hunger, but make sure the results are wolfish nevertheless! Roll 1d3:
[1] Hel (see Volume I)
[2] Loki (see Volume I)
[3] Thrym (see Volume II)

12-17. Fenrir howls and his cleric changes, becoming forevermore like the Great Wolf himself. Roll 1d4 to determine his new trait. Subsequent instances of the same result will only compound the effects and the penalty that goes along with them:
[1] Gain a wolf head that improves the cleric’s chance to hit with his bite attack by +1 and any smell and hearing-based rolls by +3, but also gives him a -4 reaction penalty when dealing with any non-wolves, non-followers of Fenrir, or others who don’t particularly care for those with wolf heads.
[2] Gain a furry hide that improves his AC by 1 and speed by 10’ but also reduces his chances of successfully using his Turn ability by 3.
[3] Grow larger, gaining 1 foot in height and a proportional increase in weight along with a +1 Strength and Constitution bonus. Unfortunately, the cleric also loses the ability to cast one of his spells forevermore as a result, as well as not being able to fit into his favorite pair of pants ever again.
[4] Like a lycanthrope, the cleric changes into a wolf-man every night of the full moon. When this occurs, he experiences the changes for #1, #2, and #3 above. In addition, the cleric must kill anyone he encounters while in this state, unless they too are devotees of Fenrir. If the cleric already has experienced 1 or more of the changes above or experiences this result twice, then the effects and penalties double in magnitude. For example, if a cleric already has a wolf head, then his wolf head becomes more potent in lycanthropic form, granting a +2 to hit with his bite attack, improving smell and hearing by 6, as well as causing a -8 reaction penalty instead. He would also gain the furry hide and larger size of results #2 and #3 above.

18+ Ragnarok (or something close to it) occurs! A Fenris Wolf arrives within 1d6 rounds and then attacks everyone in sight until slain. See the Tyr entry in Volume I for details on these monsters (AC is 1 [18]). For every Wolf-Hunger result over 18, another one accompanies it. Though he might enjoy the carnage, the Wolves are just as likely to attack the cleric too!

Wednesday, June 28, 2017

Clerics of Fenrir (Part II)

Healing Side-Effects (Fenrir)
The Fenris Curse allows the cleric to recover hit points by consuming his prey (2 per HD per 1d6 rounds of eating), but there are other, more versatile (and upsetting) methods for the Great Wolf to provide succor (though few might want to experience them).

1-2. My, what big teeth you have... The patient is just too delicious to resist! The cleric gets a free bite attack on them with a +4 bonus to hit and damage (since they most likely weren’t expecting it) and then must keep biting them until the cleric is wounded. Even though the patient won’t receive any healing in this case, the cleric will at least gain some hit points if he ends up consuming them!

3-4. Bite makes right: Toughening the patient up a bit, the shaman makes a bite attack for just 1d3 damage (even if of a higher level where he would cause more bite damage). Afterwards, the shaman doesn’t have to keep biting them (emphasis on ‘have to’) and they will receive normal healing; that is, if they don’t try to bite the shaman back!

5-6. This healing will charge you an arm... It’s no little nibble that Fenrir wants now, but have no fear: someone else can suffer in order for it to work. The cleric must bite a sacrificial victim for the same amount of healing that he will bestow, also granting 2 extra points of healing per HD the sacrifice has (or had). He should make sure not to let the followers of Tyr know if he actually does take off an arm though.

7-8. I’ll huff, and I’ll puff. Have you consumed the sun? Eaten the moon? Blown down a house made of straw? Only those who have caused some wanton destruction within the last few hours will receive healing, and with 50% extra bestowed if the destruction was particularly terrifying (per Referee).

9-12. Blessing of Fenrir: The patient is healed automatically for the spell’s full amount. What is more, he or she also gains a +1 bonus to hit and damage rolls when in melee for the next 1d6 turns, though they must also save or begin devouring any fallen foes (see Fenris Curse)!


Next week: Clerics of Fenrir (Part III)!

Wednesday, June 21, 2017

Clerics of Fenrir (Part I)

Fenrir
Chaotic Demon Lord of Evil Wolf-kind, Terror, & Destruction
Tenets of Fenrir
* Let nothing chain you, even Gods
* Be a ferocious hunter, grow strong
* Consume all that get in your way
* Destroy the world

Clerics of Fenrir
Special: Clerics of Fenrir are also known as shamans.
Allowed Weapons: Dagger, wolf bite (see below)
Allowed Armor: None
Holy Symbol: Large Wolf, Hand Bitten Off
Can Turn: Clerics of the Gods (especially Norse ones: +2 bonus; -2 penalty vs. others)
Fenris Curse: Clerics of Fenrir can make a wolfish bite attack every round of combat, causing 1d3 damage at 1st level and increasing the damage die for every odd level thereafter (i.e. 1d4 at 3rd level, 1d6 at 5th level, etc.)

What is more, clerics of Fenrir must Save vs. Spell to not immediately devour any victims that they have slain, a process that takes 1d6 rounds for every HD the victim has. They suffer an AC penalty of 6 while eating (unless they drag their prey to a safe place), but also gain 2 bonus hit points, as well as a +1 Strength bonus per HD of wolf-chow consumed afterwards. The bonuses last for the next 24 hours, but the lamentations for the fallen can last far longer.


Next week: Clerics of Fenrir (Part II)!

Wednesday, June 14, 2017

Clerics of Janus, Part IV

Cleric Spells (Janus)
Janus’s focus is on time, space, beginnings, and endings and so too do his clerics mainly cast spells of that nature, some even requiring gateways or other portals to work.

1st Level: Cure Light Wounds, Detect Evil, Detect Magic, Protection from Evil, Remove Fear, Sanctuary (can also be cast on others who stand near portals or who are making new beginnings), Hold Portal* (PT), Message* PT (does not need line of sight)

2nd Level: Augury, Bless, Hold Person (frozen in time and space), Silence 15’ radius (ditto for sound), Spiritual Weapon PT, Knock* (PT)

3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding PT, Prayer, Remove Curse, Haste* (reversible)

4th Level: Cure Serious Wounds, Divination, Exorcise, Striking (+2 when used around portals), Dimension Door* PT

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Plane Shift PT, Distort Distance*, Teleport* PT

6th Level: Blade Barrier PT, Find the Path, Heal, Word of Recall PT, Greater Teleport PT (as Teleport*, but no chance of being off target)

7th Level: Gate PT, Restoration, Symbol PT, Time Stop*

PT: Spell requires a nearby portal, such as a gateway, door, or other opening to work. Note that Janus Mysteries will also then grant a +2 bonus to all of the cleric’s rolls related to the spell.
 *: Magic-User Spell


Portal Encounters
The thresholds of Janus can be simple or elaborate; mundane or even magical pathways to another world. Whatever the case, those who travel through will likely be making a new beginning.

Portal Appearance (roll 1d6)
1. Simple Door
2. Moderate Door
3. Elaborate Door
4. Gateway
5. Arch
6. Other (Cave, Hole, Cabinet, Standing Stones, etc.)

50% base chance of being locked or blocked
20% base chance of being guarded

Portal Function (roll 1d30)
1-25. Normal passage to adjacent area
26-27. One-way, stranding passage through time, space, and/or reality*
28-29. One-way, returning passage (1d100 hours later) through time, space, and/or reality*
30. Two-way, secured passage through time, space, and/or reality*

*Special Portal Function
1. Travel into the past P, 1d100 (and roll 1d8): [1] rounds, [2] minutes, [3] hours, [4] days, [5] months, [6] years, [7] decades, or [8] centuries
2. Travel into the future, 1d100 (and roll 1d8): [1] rounds, [2] minutes, [3] hours, [4] days, [5] months, [6] years, [7] decades, or [8] centuries
3-5. Travel in a random direction (correcting for elevation and/or obstacles), 1d100 (and roll 1d8): [1] feet, [2] yards, [3] quarter miles, [4] miles, [5] ten miles, [6] hundred miles, [7] thousand miles, or [8] interplanetary
6. Otherworld: see Manannan listing in Divinities and Cults: Volume II for generation guidelines

P: Unless the past isn’t altered in any way by the time travelers (a very unlikely event), then those returning will likely end up in an alternate reality/ Otherworld due to the paradox(es) they cause(d).


Next week: Clerics of Fenrir Wolf!



Wednesday, June 7, 2017

Clerics of Janus, Part III

Liminal Space
Janus sends his faithful through many thresholds so that they might better understand the implications of space and time.

Divine Tests
1-2. Are you administering the proper rites? The cleric apparently needs more practice honoring new beginnings and measuring how much has already been done. He must now take 2d6 turns of time, as well as having a 50% chance of needing to sacrifice at least 1d6 x 10 gold pieces in treasure or goods, in order to do so.

3-4. A firmer reminder is now required. The priest is immediately shifted in time or space, suffering a -2 to all rolls for the rest of the day and possibly other considerations. Roll 1d3.
[1] Be sent 1d100 minutes into the future- he will experience it as lost time
[2] Be sent 1d100 minutes into the past, being able to even change it, but then suffering 1d20 damage from any paradoxes caused
[3] Be sent 1d20 feet in a random, horizontal direction, taking 1d3 damage and being pushed aside if he would materialize in a solid object

5-9. Duration and dimension can necessarily limit a cleric’s magic. As a result, he experiences a reduction in spells available (50% chance for each one) until dawn of the next day.  Roll 1d6 for each spell lost to determine what the cleric needs to happen in order for him to be able to use it before then:
[1] Arrive at a certain hour: roll 1d12 to determine what hour that is, ignoring whether the time is before or after midday
[2] Pass through a gateway, doorway, or other portal that he has never traveled through before
[3] Prevent all evil beings from passing through the nearest gateway, doorway, or other portal for the next 1d3 hours
[4] Open and pass through a gateway, doorway, or other portal that is currently locked or guarded
[5] Be at an area of synchronicity of time and space (e.g. a location associated with 144 at 1:44)
[6] Defeat one that has violated the laws of time or space (e.g. undead or summoned being)

10-12. Liminal Space can have broader applications, so in this case, use a Test from a similar Divinity rather than one from Janus. Roll 1d3:
[1] Manannan (otherworlds caused by time and space)
[2] Mars (beginnings of war)
[3] Mercury (gateways of trade)

See Divinities and Cults: Volume II for details on these Divinities. In the case of Manannan, explain the sense of not belonging or being otherworldly to the worship of Janus being more popular during archaic times.

13-17. A greater understanding of space is now required of the Janus priest, as well as anyone else who happens to be standing within 1d6 x 5’ of him when this Test occurs. They are immediately teleported a certain distance in a random, horizontal direction, also taking damage from any unfortunate collisions and/or elevation adjustments that might occur when they arrive at the destination. Perhaps he will remember to stick to proper rites for all new beginnings from now on? Roll 1d4.
[1] 1d100 feet, 1d4 damage
[2] 1d10 quarter miles, 1d8 damage
[3] 1d100 miles, 1d10 damage
[4] 1d1,000 miles (roll a 1d100 and add another d10), 1d20 damage

18+ As ‘Janitor’, Janus needs to clean up the cleric’s mess and show him that once and for all, time and space are one. After allowing him to view a temporal mishap that his lack of proper ritual has likely caused (or will cause), Janus then causes the cleric to either (roll 1d3):
[1] Travel 1d10 years into the past
[2] Travel 1d10 years into the future
[3] Enter an alternate reality with 1d4 divergences caused by paradoxes in the timeline (see the Manannan listing in Divinities and Cults: Volume II to generate divergences at random)

Those standing near the cleric when this Test occurs can also be transported with him (per Referee). And, unless the cleric finds another way to immediately return to his original time or reality (a base 5% chance per level), then those transported will end up being stranded. They then have a 50% + 10% chance per level of returning (or seeming to return) by either:
[1] Showing up immediately to find the party again but years older (if they were transported to the past)
[2] Reappearing again years later at the same place and at the same age (if they were transported to the future)
[3] Being switched with an alternate reality double that has a 50/50 chance of being either kinder or crueler and also has all ability scores adjusted by 1d6-3 (if they traveled to an alternate reality).

Otherwise, they will not return. What is more, for every Liminal Space result over 18+, increase the time travelled by 1d10 additional years and increase the divergences by 1d4!





Wednesday, May 31, 2017

Clerics of Janus (Part II)

Healing Side-Effects (Janus)
Like the flow of time and space, the healing of Janus is based on both beginnings and endings. And in the case of the patient, it will hopefully begin the cure and end the injury sooner rather than later.

What is more, if you’d like to save a die roll, you can have the Healing Side-Effect match whichever clock direction the top of the healing die faces when it lands. For example, if the result on a d6 for a Cure Light Wounds spell points to 4 o’clock, then consider the Healing Side-Effect result to be a 4. For healing spells that don’t have die rolls, simply roll a d12.

1-2. Is it the Appropriate Time? Janus presides over all beginnings, and the question is: what time should healing take place? Roll a d12 to determine the hour that healing is to occur for the patient (ignoring ante meridiem/ post meridiem time). If not already known, then roll a d12 to see if the hour matches. If it does, then the healing occurs immediately. If not, then healing occurs as soon as the correct hour is struck. In addition, and possibly unfortunately for the patient, he or she also cannot receive any healing until this hour is struck, whether from the spell that triggered this Side-Effect or not.

3-4. Rite makes Right. All Good Creation requires proper ritual and that includes curative magic. 1d6 turns of time and 2d6 gold pieces in offering are now required to make the healing work. If not, then it is forfeit.

5-6. Gatekeeper: Movement through space and time requires portals and the same holds true for this healing. As soon as the patient passes through one, whether magical or mundane, then he or she receives the spell’s curative effect.

7-8. Janus Geminus: It is now a temple that is needed for the healing to work, preferably a Roman one. If the recipient has been injured in battle though, then the doors to the Temple of Janus are open regardless and allow healing, no matter where the recipient is. If the recipient is fortunate enough to be in a Roman temple when the healing spell is cast, then he or she gains 50% extra benefit. If not injured in battle and not at a temple when the spell is cast though, then healing occurs at just half the effect.

9-12. Blessing of Janus: Not only is the patient healed automatically for the full amount, but he or she gains the benefits of Janus through time and space too. As a result, the patient can also take an extra action each round, as long as it involves movement, for the next 1d6 rounds.


Wednesday, May 24, 2017

Clerics of Janus (Part I)

Janus
Lawful Roman God of Gateways, Beginnings, & Time
Tenets of Janus
* Evoke Janus before all others
* Preside over gateways
* See to the proper rituals for all beginnings
* See also to the proper rites of space, as well

Clerics of Janus
Special: Clerics of Janus are also known as priests and priestesses. Being a very Roman God, his clerics focus much on proper ritual, which often takes 1d6 turns at a time. What is more, those clerics who eschew all armor may assume a bicephalus (two faced) form for up to 1 round per day per level. See Lugh’s Divine Test #15 in Divinities and Cults: Volume II for how this ability would work.

Allowed Weapons: Rod, staff
Allowed Armor: Banded or lighter*
Holy Symbol: Two-face (Gemini), Key
Can Turn: Those who violate the laws of time or space (such as undead and summoned beings)
Janus Mysteries: Clerics of Janus gain a +2 bonus to all rolls related to doorways, gateways, space, time, and the like.


Wednesday, May 17, 2017

Clerics of Epona (Part IV)


Cleric Spells (Epona)
Eponian clerics have access to the following spells. Eponian druids (those considered a distinct class- see Divinities and Cults: Volume II for details) can substitute select spells with druid ones.

1st Level: Cure Light Wounds, Detect Evil, Light, Protection from Evil, Purify Food and Drink (if it is suitable for horses), Resist Cold, Sanctuary (can be cast on others in pastures or stables), Animal CompanionD (horse-kind only), Detect Snares and PitsD, Faerie FireD, Speak with AnimalsD (horses)

2nd Level: Augury, Bless, Delay Poison, Know Alignment, Find Traps, Hold Person, Holy Chant, Resist Fire, Charm Person or MammalD (horse-kind only), Horse HideD (as Barkskin, but more equine) 

3rd Level: Animal Growth (horse-kind only), Cure Blindness, Cure Disease, Dispel Magic, Prayer, Remove Curse, Hold AnimalD, Neutralize PoisonD, Horse Haste (as Haste*, but can only be used when mounted)

4th Level: Create Food and Water, Cure Serious Wounds, Detect Lie, Divination, Exorcise, Protection from Evil 10’ Radius, Summon Animal ID (horse-kind), Hallucinatory Terrain* (horse-realm only)

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Commune with NatureD (when in horselands), Summon Animal IID (horse-kind)

6th Level: Find the Path, Heal, Summon Animal IIID (horse-kind)

7th Level: Restoration, Chariot of Epona (as Fire ChariotD, but horses appear normal and untethered), ReincarnateD


Mount Qualities
Though this table would serve well to generate a steed, it can also be used to determine qualities of other mount types, since Epona is concerned with fertility, as well. Roll 1d20 twice.


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Mane
Black
Dark bay
Bay
Blue Roan
Brindle
Brown
Chestnut
Dapple Gray
Dun
Gray
Fleabitten Gray
Leopard
Liver chestnut
Palamino
Pinto
Rose gray
Red Roan
Salt and Pepper
White
A different color
Manner/ Qualities
Aloof
Clever
Draft
Gassy
Mule
Old
Panicky
Pleasant
Pony
Ragged
Slow
Social
Special Parentage1
Stallion
Stubborn
Swift
Young
War
Wild
Reroll twice

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

1Roll 1d6 to determine what special parentage the mount has. It then will have 1 special ability that matches, per Referee:
[1] Centaur
[2] Hippocampus
[3] Hippogriff
[4] Nightmare
[5] Pegasus
[6] Unicorn


Wednesday, May 10, 2017

Clerics of Epona (Part III)

Race Upon the Land
Epona shows her cleric the truth of riding through fertile bounty and overcoming those who would seize or destroy it.

Divine Tests
1-3. It is time for quiet reflection, at least 2d6 turns, though if mounted or in a place where horses dwell, she need only take 1d3 turns, none if at a Node (q.v.)

4-9. All steeds must return to pasture or stable at times and so too must the druidess of Epona. She experiences a reduction in spells available (50% chance for each one) for the rest of the day. Roll 1d6 for each spell lost to determine what she needs to do in order to get it back before then:
[1] Ride a willing mount for at least 1 hour
[2] Run free for the next 2 hours
[3] Stop to graze upon oats and forage foods for 1d6 rounds at a time (she can digest them), whenever new ones become available, for the rest of the day
[4] Promote fertility, whether in herself or in others (a base 50% chance of success for each attempt per hour)
[5] Repel or slay a humanoid invader, foreign to the land
[6] Put a tyrant or despoiler of nature in his or her place: any will do, but it will most likely earn his or her ire (a 95% chance)

10-12. Epona rides far and her horse cult has similarities to a number of other Divinities. Rather than experiencing a Race Upon the Land, reroll and consider this Test to actually be for one of the following instead (roll 1d4):
[1] Artemis (see Vol I)
[2] Danu (see Vol. II)
[3] Eostre (bonus Divinity- contact Dan for the link)
[4] Manannan (see Vol. II)

The Referee should feel free to adjust any results to make them more ‘Gallic’. See the Appendix of Divinities and Cults: Volume II for guidelines, though Epona is quite gentle and strong.

13-17. It is now best for the druidess of Epona to be changed in order to better experience fertile freedom. Each one lasts for 4d6 hours per instance of this Test. Roll 1d4 to determine what the alteration is:
[1] Be changed into a horse in all regards except for her mind: the type is determined by the druidess’s nature (per Referee; even a unicorn or pegasus if over 5th level).
[2] Turn into a Gallic centaur mare, granting her +1 HD and the speed of a horse, while still being able to speak and use her upper body normally. Still, she will also get some strange looks from others (a 65% chance), as well as a -4 penalty to Casting Rolls.
[3] Become a Godivan nymph: she must remain mounted and unclad and any ‘peeping toms’ that look at her at first must save twice to avoid blindness and even death! The rest just avoid taxation.
[4] Merge into the land itself as some sort of Gallic genius loci. She will be aware of what goes on in a 1d20 x 10 yard radius area, leaving a hill figure-type chalk representation upon the ground, even being able to cast spells within the place. Others may attempt to Commune with her, as per the spell during this time, though she may not leave.

18+ Some Races Upon the Land face challenges, and this is one of them. Whatever strangeness befalls her, the druidess must remember that all occurs for the sake of fertility. Roll 1d4.
[1] In eponymous fashion, the druidess’s name now becomes associated with the general locale that she is standing in when this Test occurs, causing likely confusion when discussed from now on (a base 75% chance), even possibly hostility from strangers (a base 20% chance).
[2] All horses within her presence now talk, causing those unfamiliar to save or become hostile to either the steeds (a base 25% chance) and/or to the druidess herself (a base 75% chance). Luckily, they are likely to stop talking once she departs: a 85% chance, minus 10% per instance of this Test.
[3] Rainbows, bright colors, hearts, glitter, and unicorn horns adorn any mounts that the druidess of Epona rides or is within 60’ feet of for the next 1d6 hours. All those of a masculine disposition that witness such a fey effect must save or suffer a -3 to all rolls during this time, due to manly disgust.
[4] Though the druidess would only do what is right for her people and would expel invaders and despoilers, they are misled and do not see it that way. Via a vote (or the like) she is denied the next leadership role that she would have.