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Spells of Idunn
Location 2 : Destrid resides in this office when she is not greeting new arrivals. She discusses payment with the party. A dog can also be heard barking further inside. Afterwards, nurse Marlanda escorts the patient to Location 3. See also Location 2 (reprised) below.
Location 3: Here Marlanda will have the patient remove any weapons, armor, and other heavy possessions. She will then take them to one of the examination rooms at Location 4.
Location 4: After the patient waits a full 1d20 turns, the doctor finally enters. He then proceeds to do various unhelpful things. Roll 1d12, rerolling every 1d3 rounds to see what else he does. Once a 12 is rolled, then the visit is over, and nurse Marlanda will escort the party either to Location 5 (if so rolled by result #6), or back to Location 2 (reprised, see below).
The harvest awaits those with the way to access it.
1st Level: Cure Light Wounds, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Entangle (D, usable in orchards and amongst fruit-bearing trees), Shield*, Pass without Trace (D), Bestow Blessing & Curse^ (link), Warding^ (link)
2nd Level: Augury, Bless, Delay Poison, Holy Chant, Hold Person, Barkskin (D), Find Plant (D), Call Champion^ (link), Conjure Realm^ (link)
3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Prayer, Remove Curse, Plant Growth (D), Tree Shape (D, into an apple tree, Enchant Food & Drink^ (link)
4th Level: Create Food and Water (always containing apples), Cure Serious Wounds, Lower Water, Neutralize Poison, Protection from Evil 10’ Radius, Hold Vegetation and Fungus (D), Passplant (D, if it bears fruit), Speak with Plants (D, the same)
5th Level: Commune, Cure Critical Wounds, Plane Shift (to Asgard only), Commune with Nature (D), Tree Stride (D, if an apple tree), Call Maiden^ (link)
6th Level: Find the Path, Heal, Transport via Plants (D, if they bear fruit)
7th Level: Regenerate, Restoration (can remove 1 year of unnatural aging per use instead)
^ New spells. Idunn is usually served by angelic and plant (earth) lords. Her cleric-types thereby can cast spells like Bestow Angelic Blessing & Plant (Earth) Warding, just like those who follow similar divinities.
The Rantings of Doctor McLudd
an Idunn Encounter
an Idunn Encounter
Recovery may come where least expected.
Map by Kassoon: https://www.kassoon.com/dnd/house-map-generator/
Each square = 5'
If ill or injured, the party may be forced to visit the residence of one Doctor McLudd. A highland Celt, he is the only healer within miles, and just happens to have an opening for them.
Location 1: The party is greeted by Destrid. She warmly has them sit and gives them forms to fill out for the next 1d20 minutes. They strangely ask how likely the visitors are to end their own lives. Once finished, the party can return them to her at Location 2.
Destrid
Lvl 3 Norse gythya (priestess) of Idunn, Align: L, MV: 40’, AC: 9, HD: 3, HP: 12, Atk: none, Dmg: none
SP: priestess abilities, spells prepared:
2nd Level: Augury (x2), Bless, Delay Poison
SV: C3, Mor: 9, Items: holy symbol, robes, 5 silver pieces.
Appearance: blond hair, fair complexion, tall, slender build.
Location 2 : Destrid resides in this office when she is not greeting new arrivals. She discusses payment with the party. A dog can also be heard barking further inside. Afterwards, nurse Marlanda escorts the patient to Location 3. See also Location 2 (reprised) below.
Location 3: Here Marlanda will have the patient remove any weapons, armor, and other heavy possessions. She will then take them to one of the examination rooms at Location 4.
Location 4: After the patient waits a full 1d20 turns, the doctor finally enters. He then proceeds to do various unhelpful things. Roll 1d12, rerolling every 1d3 rounds to see what else he does. Once a 12 is rolled, then the visit is over, and nurse Marlanda will escort the party either to Location 5 (if so rolled by result #6), or back to Location 2 (reprised, see below).
1. Has his dog bark at the patient.
2. Complains that the patient hasn't come to see him before, or if they have, hasn't come in to see him enough lately.
2. Complains that the patient hasn't come to see him before, or if they have, hasn't come in to see him enough lately.
3. Bemoans the way he's being paid when the patient does come in to see him.
4. Criticizes the patient about an unrelated ailment that they may or might have and are not addressing.
4. Criticizes the patient about an unrelated ailment that they may or might have and are not addressing.
5. Refuses to correct a likely cause of the patient's actual problem, such as removing an arrow that's stuck in them.
6. They obviously have too much blood, so he commands that they be bled. It is done in another room (Location 5).
6. They obviously have too much blood, so he commands that they be bled. It is done in another room (Location 5).
7. Coughs on the patient when examining them, mentioning how plague has been spreading throughout the area.
8. Checks the patient's scalp and denounces their personal hygiene.
9. Mocks all others but him, for there can only be one (true healer)! He will brawl with those who disagree, attempting to remove their head if victorious.
10. Casts a random one of his Shield Ghul spells on the patient, naturally applying that demon lord's side-effects too (see Wyrd Ways of Walstock).
8. Checks the patient's scalp and denounces their personal hygiene.
9. Mocks all others but him, for there can only be one (true healer)! He will brawl with those who disagree, attempting to remove their head if victorious.
10. Casts a random one of his Shield Ghul spells on the patient, naturally applying that demon lord's side-effects too (see Wyrd Ways of Walstock).
11. Upbraids the patient for not receiving an injection of a strange substance (per Chernobog in Volume IV).
12. Mutters something unintelligible and leaves.
12. Mutters something unintelligible and leaves.
Doctor McLudd
5th level cleric of the Shield Ghul, MV: 40’, AC 9, HD 5, Attk: 1 (unarmed), Dmg: 1d3 (fists, subdual dmg), SP: Cleric abilities, spells prepared:
1st Level: Command (+4 bonus when used against those who have Assurance- a base 75% chance in Walstock), Create Water, Cure Light Wounds, Light, Sanctuary
2nd Level: Bless (requires use of an apothecary elixir) x2, Hold Person (with a +4 bonus if target is also hit by a stethoscope bola, which he currently doesn't have- he gave it to his dog) x2
3rd Level: Cure Blindness
SV: C5, Mor: 7, Items: furs, kilt, unholy symbol, 6 apothecary elixirs (nearby), 38 sps.
Location 5: An orc 'nurse', she awaits those sent by Doctor McLudd. This piggish, dark dun-colored individual will happily inflict damage if they let her, gaining a +1d3 bonus to rolls made to manipulate and deceive. Afterwards, she will give the blood to Doctor McLudd who will keep it for his collection.
Orc Bloodletter
MV: 40’, AC 6, HD 1, Atk: 1, Dmg: 1d3 (narrow dagger), SP: orc traits & Orc Degenerate (see Volume V), SV: F1, Mor: 8
MV: 40’, AC 6, HD 1, Atk: 1, Dmg: 1d3 (narrow dagger), SP: orc traits & Orc Degenerate (see Volume V), SV: F1, Mor: 8
Location 2 (reprised): Once they return, unless the party has fought with Doctor McLudd or refuses payment, Destrid then heals the party member herself.
Due to a divine test of Idunn (#12-17, result #2), she can only heal others after Doctor McLudd has seen them first. Apparently, this is how he stays in business.
Next week: Clerics of Ullr!
RPG srd Old School 1st ed AD&D Idun
RPG srd Old School 1st ed AD&D Idun