Ways of Sword & Sorcery
- Demonstrate your great power
- Showing your magic
- What happens is the will of the gods
- But be wary of them too
Ways of Sword & Sorcery
Tenets of Medieval Orders
1-9. All things come to an end, some more unfortunately than others. The dark age cleric (or whomever is affected by this test) experiences austerity. Each result will compound when experienced more than once, and might only be undone once he (or the dark age cleric who caused it) rolls a magical side-effect of 12 at some point (see Part I).
As for what the thing affected is, roll 1d8: [i] magic spell, [ii] thing held, [iii] thing worn, [iv] thing consumed, [v] thing read, [vi] thing sat upon, [vii] mode of transport, [viii] furnishing.
Bronze Age Tests
Great works may collapse with an even greater fall.
1-9. The gods appear angered! The bronze age cleric loses access to all his spells and his turn ability. Roll on a matching table below to determine what tasks he must perform to have each one of them restored.
Glorious Warrior (d6)
[1] Ride upon a chariot with 3d4 or more spectators viewing the resplendent act.
[2] Hold twin, golden weapons before the brilliant sun.
[3] Spy a new land, place, woman, or group to be conquered by his might, drinking well afterwards in celebration.
[4] Deposit 3d3 weapons in water, or have them be bent and buried as an offering at least.
[5] Capture 2d3 cattle, whether beasts or lesser men.
[6] Impressively defeat 1d3 foes from a rival group.