Temples of Dionysus
4-6. Corinthian: exotic, dramatic
7-8. Dorian: stately facade
3-4. Tholos (Round)
7-8. Theatre
9-10. Tavern
Temple's Access is Forbidden to (d6)
1. Angels
2. Devils
3. Authority figures
4. Prohibitionists
5. All of them!
6. None! How can you 'forbid' anything??
Sacred Space (d12)
Reflecting chaos and abandon, such places often emphasize one of the following (roll 1d12):
1. Live a wild life (Agrios)
2. Don’t let yourself be held back by Authority, man! (Liber)
3. Lose yourself in wine (Akratophoros)
4. Lose yourself in music & dance (Enorches)
5. Lose yourself in theatre (Ekstasis)
6. Lose yourself in passion (Auxites)
7. Help others to lose themselves too! (Eleutherios)
8. Mystery tradition (son of Zeus, rebirth, old age/ youth, Orpheus)
9. Totemic tradition (bulls, serpents, leopards, or goats, and their mythic beings)
10-12. (No emphasis- why would you push it, man??)
(See Volume I)
- Cella (the temple's main sanctum): Those who specifically follow Dionysus can reroll their magical side-effects, gaining a +1d3 bonus to the roll, even picking which ones they wish to use, up to 3 times per day. Non-lawful Greek cleric-types who don't specifically follow Dionysus can gain the same benefits as anywhere in the temple, above. In all cases, the chances of triggering divine tests are also doubled at this place since a 5 + 1d12' tall statue of Dionysus is watching.
- +1d3 bonus to all rolls made to become intoxicated and to be libertine (50%)
- Includes a well (33%)
Special Temple Guardians
Celebrants (1d12, 75% chance)
Drunken and licentious, they do little else other than get in invaders' way (and get in their faces!)
AL: C, Mve: 40’, AC 9, HD 1, Attk: 1 (annoy); Dmg: none; SP: +1d4 bonus to resist fear, Sve: T1
Maenads (2d4, 50% chance)
Unclassed, they still behave as such, clawing with ecstatic frenzy to approach the potency of cleric-type maenads (detailed in Part I).
AL: C, Mve: 40’, AC 9, HD 1+1, Attk: 2 (clawing); Dmg: 1d2/1d2; SP: hitting with both clawings allows them to rip their target for an additional 1d4+1 damage, Sve: F1
Wild Animals (1d6, 33% chance)
Whether (roll 1d4): [1] bulls, [2] serpents, [3] leopards, or [4] goats, they all can be dangerous, and certainly wild.
Satyrs & Sileni (1d4, 15% chance)
The former have goat horns, while the latter do not. Both are wild and licentious, though the sileni are somewhat less forward in their affections, having more self-control and wisdom around wine, women, and song.
Thyiads (1d4, 15% chance)
Actual nymph versions of maenads, they combine their clawings ability (see above), along with being able to use 1d6 Dionysus spells at will, and have the other abilities/ immunities of spirits (see Volume IV).
Magical special properties: (see above)
Other special properties: +1d3 bonus to all rolls made to become intoxicated and to be libertine.
1. Entryways (Paradoi): Leading into the theatre, they each span 40' long and are 10' wide. A goat patrols them, intercepting newcomers 20% of the time. It will be hostile only to devils and the like.
1d4 sileni also lurk in the alcoves surrounding the area. In emergencies, they can be called upon to help defend the temple too. They also come our for wild parties.