Wednesday, November 13, 2024

Priests of Zalmoxis, Part III

Spells of Zalmoxis
What one would test can bring greatness.

1st Level: Command, Cure Light Wounds, Detect Chaos (as Detect Evil, but senses those who are chaotic instead), Protection from Chaos (as Protection from Evil, but guards against the chaotic instead)Purify Food and Drink, Remove Fear (reversible), Sanctuary, Hold Portal*, Read Languages*, Bestow Blessing & Curse^ (link), Warding^ (link)

2nd Level: Augury, Bless, Find Traps, Hold Person, Holy Chant, Reveal Charm, Silence 15' Radius, Spiritual Weapon, Arcane Lock*, Knock*, Detect Invisible*, Call Champion^ (link), Conjure Realm^ (link)

3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Locate Object, Neutralize Poison, Remove Curse (reversible), Clairvoyance*, Protection from Normal Missiles*, Enchant Food & Drink^ (link)

4th Level: Cure Serious Wounds, Divination, Protection from Evil 10’ Radius, Arcane Eye*, Dimension Door*, Attune Arms & Armor^ (link)

5th Level: Commune, Cure Critical Wounds, Dispel Evil, True Seeing, Magic Jar*, Wall of Stone*, Call Maiden^ (link)

6th Level: Animate Objects, Find the Path, Heal, Plane Shift, Summon Aerial Servant, Anti-Magic Shell*, Reincarnate*

7th Level: Astral Projection, Restoration, Resurrection, Symbol, Phase Door*

^ New spells. Zagreus is usually served by angelic and elemental earth lords. His cleric-types would therefore have access to spells like Angelic Warding, Earth Warding, Call Angelic Maiden, and Call Earth Maiden, just like those who follow similar divinities.


Given Unto Spears
a Zalmoxis Encounter

The party is tasked with escorting four individuals to be messengers to Zalmoxis. Those in the know will realize that this means the individuals will actually be tossed upon spears in order to do so. Though the reasons for them being so selected might be unclear, each party member will also be tested, whether they agree to the mission or not. Such trials might even cause them to wish them to be sacrifices themselves. 

Determine at random which party member is affected by each. The tests will end either when the messengers do, 1d6 days hence, or sooner if the party members visit the appropriate locations below (or are cast upon the spears).  Roll 1d4.

1. Cannot pronounce things correctly.  Saying 'Zamolxis' rather than Zalmoxis would be an example, and in the case of whether they should be a sacrifice or not, a dead giveaway. Vision, memory, and coordination rolls will suffer a -1d4 penalty too.

2. Difficulties arise with travel. One's favorite mount gives out and resuscitating it requires more gold than the character can afford. Other mounts are troublesome too, bouncing about unnecessarily with odd noises, making maneuvers suffer a -1d6 penalty that no changes in shodding can seem to alleviate.

3. Boweling becomes troublesome, requiring a Constitution check (DC 15) to succeed, otherwise discomfort remains. Those asked to assist will say that the character is "full of it", to which the character would simply reply "yes".

4. Courtship would appear impossible unless one would act as an evil man. Moreso than usual, the fairer sex only loves that which is cruel and heartless, and yet disliking it, being more incongruous than usual.

Map by watabou.itch.io (modified) 
Each square = 5'. Inside Ceiling to floor height is 8'.

Location 1Whether to escort the messengers or for their own reasons, the party arrives at a large, 60' wide grassy area interspersed with tall, craggy rocks that peak at around 20' tall. They are all nestled in a mountain clearing that looms far higher. 


Location 2
: 30 Dacians are assembled here, awaiting the messengers and the result of their sacrifice.

Dacians
Align: L or N, Mve: 40’, AC 9, HD 1, Attk: 1, Dmg: 1d6 (spear), Sve: F1, Mor: 7


Location 3
Upon the raised, worked stone area to the north, stands the resident priest of Zalmoxis, Cothelicus, and 4 warriors with very sharp spears standing by. To the west is a carved gateway leading into the mountain itself.

Dacian Warriors
Align: L or N
, Mve: 40’, AC 6, HD 1+1, Attk: 1, Dmg: 1d6+1 (very sharp spear) or 1d4 dagger, Sve: F1, Mor: 10

Cothelicus
Lvl 5 Thracian priest of Zalmoxis, Align: L, MV: 40’, AC: 7, HD: 5, Atk: 1, Dmg: 1d6 (staff)
SP: priest abilities, spells prepared:
    1st Level: Cure Light Wounds, Detect Chaos (as Detect Evil, but senses those who are chaotic instead), Protection from Chaos (as Protection from Evil, but guards against the chaotic instead), Sanctuary, Hold Portal*, Earth Warding^  (link)
    2nd Level: Augury, Bless, Hold Person, Holy Chant, Call Angelic Champion^ (link)
    3rd Level: Dispel Magic, Remove Curse, Protection from Normal Missiles*
SV: C5, Mor: 11, Items: holy symbol, robes, light armor, staff, 78 silver pieces.
Appearance: medium complexion, graying hair & beard, slender.


Location 4
: This antechamber appears to have once been a natural cave, but has been worked to make it better defined. 4 Dacian guards watch this place, keeping out any troublemakers. Unless they're accompanied by Cothelicus, the party would fit into that category for them.

Dacian Guards
Align: L or N
, Mve: 40’, AC 7, HD 1, Attk: 1, Dmg: 1d6 (mace), Sve: F1, Mor: 9


Location 5
: Bunks and supplies are found here, along with a stove and water for cooking. Treasure for each of the guards is hidden too, totaling 87 silver pieces and a jeweled knife worth 10 gold.


Location 6
: With a long table and many chairs, this appears to be a dining room. Many inscriptions are found on the walls- Zalmoxis' tenets to be shown to honored guests. No wine would be served of course. Reading the inscriptions 
(as well as the ones at Location 7) will resolve the issues of pronunciation. Eating here will resolve the issues of boweling.


Location 7
: The inscriptions become more prominent here, along with a palpable sense of the divine. It is in fact a temple of Zalmoxis. Cothelicus' bed and belongings, reading materials, and an altar are present in the northern and western alcoves. He may have additional treasure per Referee too.

Within the temple: Lawful cleric-types can reroll their magical side-effects up to once per day, but must take the second result. Those who specifically follow Zalmoxis or similar gods can do so up to thrice per day, adding 2 to each roll and picking which one they wish to use.

The sunken area includes the southern half of the chamber, to be used for the resolution of tests. Guarding it is Vezinia, a wolf priestess. She will help any party members with resolving issues of travel or courtship. though her methods are likely to include a thorough mauling to prove her points. Her spells will also enjoy the full benefits of the temple's aura.

Vezinia
Lvl 2 Thracian wolf-priestess of Zalmoxis, Align: N, MV: 40’, AC: 8, HD: 2, Atk: 1, Dmg: 1d6+1 (axe)
SP: wolf-priest abilities, spells prepared:
    1st Level: Remove Fear (reverse), Bestow Earth Blessing & Curse^ (link)
SV: C2, Mor: 10, Items: holy symbol, furs, draco standard (see Part II), 24 silver pieces.
Appearance: fair complexion, long white hair, voluptuous



Next week: Lyrists of Orpheus!