Wednesday, July 12, 2023

Hel Encounters, Part II

Temples (Hofs) of Hel

Form (d12)
1-3. Crypt
4-6. Horgr (stone shrine)
7-8. Hut
9-10. House
11-12. Caves

Node (a Natural Place of Power, see Volume II)
- Chance of hof actually being located in one (13%)
- Chance of hof having one nearby instead (25%)

Sacred Space (d12)
The area will reflect at least some Helian concept.

1. Bring death upon those chosen by Hel
2. Spread disease when needed, it aids in death
3. Stop the spread of people, famine is an invaluable tool
4. There is also a time for sloth, it slows life
5. Remain hidden
6. Witchcraft (Trolldomur/ Haliuruna)
7. The Underworld (Niflheim/ Eljudnir)
8. Serpents & Monsters
9-12. Two-faced, dual nature of death/ life (reroll twice)

Special Properties (for all hofs)
At the Hof: Any Norse can gain a +1d3 bonus to any rolls that reflect its sacred space (per table above), up to 3 times per day. 
Sacred Times: During times sacred to Hel at the hof- crescent moons, night, holidays, or the like, all non-lawful Norse spellcasters can reroll their magical side-effects, but must take the second result, up to 3 times per day. Those who specifically follow Hel can gain a +1d3 bonus to the roll, and even pick which results they wish to use. 


Special Temple (Hof) Guardians
Many might protect Hel's sacred places, but who might be protected from them?

Helian Cultists (3d4+1; 50% chance)
MV 40’, AC 9, HD 1, Atk: 1 dagger, Dmg: 1d4, SP: +2 to save vs. fear, SV: F1, AL C.

Undead Spirits (1d9; 33% chance)
MV fly 50’, AC 4, HD 4, Atk draining touch, Dmg: 1d4 CON, SP bless (reversed), invisibility, incorporeal, immune to non-magical weapons, SV C4; AL C.

Zombies (1d12; 25% chance)
MV 30’, AC 8; HD 2; Atk: 1 slam; Dmg: 1d8; SP: undead traits; SV: F2; AL N.

Draugr! (1d3; 15% chance)
MV 40’; AC 5; HD 9+3; Atk: 1 slam, Dmg: 1d8+2; SP undead traits, powerless in natural light, silver or blessed weapons required to hit; stake to the heart, decapitation, sunlight, etc. required to slay; can drain life (benefitting self only) as cleric of Hel; can also cast command, enlarge, haste, strength at will; SV: C9; AL C.

See also Random Temple (Hof) Encounters and also Unsettling Encounters in Volume I.


SAMPLE TEMPLE (HOF) OF HEL
Map © John Godsland https://www.gozzys.com - licensed under CC BY 4.0
Each square = 5'
General
It is a crypt.
Its focus is: Two-faced- Bring death upon those chosen by Hel & There is also a time for sloth, it slows life
At the hof: +1 to all rolls related to its focus.
Sacred times: 
night (see above).

Locations
1. Outside & Entrance: Carved stone makes this dark, mysterious structure. A forward portion juts out, entered only it seems via a single, heavy door. 

2. Hall: The scent of old death in this place is apparent, though perhaps not as strong as what one would expect. Could it be that it is inhabited by more than just the dead? Strange bas reliefs adorn the stone walls here and another heavy door is visible at the far end. Dim candle light flickers upon the walls, almost as if they thirst after it.

3. Tomb Throne: Seated upon a stone throne is a lithe, pale woman with white hair, dressed in a black robe. Her gaze seems to pierce into one's soul. She is Halldis Sigeheredottir (see Part I for her stats - link). She may assist those willing to pay the price, though prefers simple morosity. Those who become violent or testy will not only face her, but her guardian at Location 5 too. Dim candle light vaguely illumes this large room as well.

4. Burial: Here lies a coffin set upon a stone bier. Whether it had an original inhabitant or not, it now serves as Halldis's (morbid) bed.

5. Guardian: Hidden in shadow is a draugr (see above for stats). Easily confused for a statue, it stands motionless until called upon to defend Halldis, or for some other fell purpose. With that, ominous music and occasional shouting of 'draugr!' will likely accompany its dramatic effect, hopefully for battle and not so much to please her macabre lust.



Next week: Quests of Hel, in Part III!