Wednesday, May 14, 2025

Bronze Age Clerics, Part II

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 c
hariot 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.

Wednesday, May 7, 2025

Bronze Age Clerics, Part I

Gods of the Bronze Age
Glorious warriors, palaces, and god-kings abound, with forgings for divinities to match.

Tenets of Bronze Age Gods

  • Achieve glory for oneself according to one's caste 
  • Obey the paternal order
  • Ensure the success of your family, your clan, and your people
  • Trade with others as needed
  • Do not deign to use iron or other non-bronze armament or protection

Wednesday, April 30, 2025

Stone Age Clerics, Part III

Stone Age Magic
Bones of old brings magic that goes beyond rock.

Stone Age clerics can know 1d3 spells of levels that they can cast, determined at random. That's a lot! 
For example, according to Stone Age sages, a 3rd level Stone Age cleric might know two 1st level spells and three 2nd level spells.

1st Level (d8)
1. Cure Light Wounds (reversible)   5. Resist Cold
2. Protection from Evil           6. Shillelagh (D)
3. Purify Food and Drink                   7. Affect Normal Fires*
4. Remove Fear (reversible)          8. Shield*

Wednesday, April 23, 2025

Stone Age Clerics, Part II

Stone Age Tests
Staying alive may not turn out like one intends.

1-9. Primitive urges demand the cleric's action. Roll again to see what must be done right now!

Caveman (1d4)
   [1] Smash the next 1d6 things he sees that he is forbidden from using (e.g. metal, pottery, pants). Those using them at the time will likely not appreciate it.
   [2] Yell at the closest person or thing in a random direction until either they attack or flee. Inanimate objects might need to be yelled at for quite a while.
   [3] Dance especially crazily, causing 2d10-1 damage to himself and to all within 1d3 x 5' who don't save vs. death/ make a Reflex save DC 10. He has a 50% chance of singing too (per Caveman Do's in Part I)
   [4] Regress, losing 2d4 Intelligence and having to make a check (DC 15) to say words, take simple actions, or even use fire for the next 2d6 turns. Much grunting is required.

Wednesday, April 16, 2025

Stone Age Clerics, Part I

Gods & Spirits of the Stone Age
Whether caveman, hunter-gatherer, or neolithic, divinities can be followed from the dawn of time as proto-gods or especially potent spirits.


Tenets of Stone Age Gods & Spirits

  • Survive how you can
  • Support and protect your family, tribe, and clan
  • Honor beasts, plants, and the land
  • Never use (depending on which epoch the stone age cleric is from)...!

Wednesday, April 9, 2025

Clerics of Aegir, Part III


Spells of Aegir
What wonders gush from Aegir's halls?

1st LevelCreate Water, Cure Light Wounds (reversible), Purify Food and Drink, Resist Cold, Shield*, Divine Weather (D, winds inland or any weather at sea)Bestow Blessing & Curse^ (link), Blasting^ (link)Warding^ (link) 

Wednesday, April 2, 2025

Clerics of Aegir, Part II


Divine Tests
The sea will claim what's needed.

1-3. Oceans and storms give, though they take too. A random object is washed away or otherwise lost when next around a water body or a breezy place. Roll 1d4 again to see what it is: 
   [1] One of the cleric’s garments
   [2] An item on the cleric’s person
   [3] An object that’s adjacent to the cleric
   [4] One in a random direction from the cleric, up to 1d6 x 5’ away

Wednesday, March 26, 2025

Clerics of Aegir, Part I

Aegir
Norse Jotunn God of the Sea, Storms, & Hospitality


Tenets of Aegir

  • Respect the sea
  • Endure the storms
  • Provide hospitality to deserving visitors
  • The rest can remain with Ran

Wednesday, March 19, 2025

Clerics of Ullr, Part III

Spells of Ullr
The winter father grants game to those who remain cool-headed.

1st LevelCure Light Wounds, Purify Food and Drink (that's been hunted), Remove Fear (reversible), Resist Cold, Shield* (provides them an actual shield for the duration if they don't have one), Bestow Blessing & Curse^ (link), Blasting^ (link)Warding^ (link)