Wednesday, November 6, 2024

Priests of Zalmoxis, Part II


Divine Tests
After trials, only that which is immortal will remain.

1-11. What one's fate may be just might be of one's own making. The priest loses access to a portion of his spells (50% chance for each one), potentially including his turn ability. Roll 1d6 to see what he must do to have each one restored.
   [1] Shoot 1d6 arrows into the sky, like with Zibelthiurdos (link).
   [2] Free one who has been bound by another that the priest doesn't know.
   [3] Be purer, giving up some pleasure or usual comfort for the next 2d12 hours.
   [4] Be delayed in his next travel by at least 1d20 turns, for the true journey is within.
   [5] Take an orderly approach to his next 1d3 activities, albeit secretly, so that no more than 1d3 others see each time.
   [6] Contemplate a past life for the next 2d10 turns. What will one behold?