Divine Tests
1-4. Unless there is some hunting or a merciful act to attend to, the cleric must do little else but reflect on the ways of Mielikki for the next 2d6 turns.
5-9. The huntress calls and the cleric answers. She loses access to some of her spells (50% chance for each one), possibly including her turn ability. To get each back, she must do one of the following. Roll 1d6:
[1] Run unclad for at least 1 hour.
[2-3] Bring down a beast in an honorable way. All of it will be used and respected.
[4] Aid an animal, providing it food, freedom, or healing its wounds.
[5] Offer Mielikki the equivalent of at least 2d6 gold and 2d6 silver coins.
[6] Spend time in a wooded place, communing with the metsan haltja (forest spirits) and wildlife there for at least 3d6 turns.
10-16. A forest friend arrives to greet (and test) the cleric. Roll 1d4 to see who it is.
[1] Bear: must be firm or it will wrestle. Make a Morale check: fail and take 1d20 damage; succeed and gain 1d4 Strength until the next dusk.
[2] Stag: must be calm or it will run. Save vs. spell: fail and be preoccupied for the next 1d4 hours; succeed and gain +15' speed until the next dawn.
[3] Squirrel: must be amiable or it will steal. Make a Charisma check: fail and lose a random item; succeed and gain 1d4 Dexterity until the next high noon.
[4] Metsan Haltja: must be observant or become unlucky. Make a Wisdom check: fail and take a -1d6 to all rolls; succeed and gain a +1d6 instead, both until the next midnight.
[5] Offer Mielikki the equivalent of at least 2d6 gold and 2d6 silver coins.
[6] Spend time in a wooded place, communing with the metsan haltja (forest spirits) and wildlife there for at least 3d6 turns.
10-16. A forest friend arrives to greet (and test) the cleric. Roll 1d4 to see who it is.
[1] Bear: must be firm or it will wrestle. Make a Morale check: fail and take 1d20 damage; succeed and gain 1d4 Strength until the next dusk.
[2] Stag: must be calm or it will run. Save vs. spell: fail and be preoccupied for the next 1d4 hours; succeed and gain +15' speed until the next dawn.
[3] Squirrel: must be amiable or it will steal. Make a Charisma check: fail and lose a random item; succeed and gain 1d4 Dexterity until the next high noon.
[4] Metsan Haltja: must be observant or become unlucky. Make a Wisdom check: fail and take a -1d6 to all rolls; succeed and gain a +1d6 instead, both until the next midnight.
DCC RPG Conversion Notes
Turn ability= Turn Unholy ability
Morale check = make a Will save DC 15
Save vs. spell = make a Will save DC 15
Charisma check = make a Fellowship check DC 15
Wisdom check= make a Luck check DC 15
Next week: clerics of Mielikki, Part IV!