3-4. Horgr (stone shrine)
5-8. Hut
11-12. Cave
Sacred Space (d14)
The area will reflect at least one Lokian concept.
2. Spread deception
6. Shapeshifting itself
7. Being a catalyst/ change/ instigation
8. Being an outcast
Special Properties (for all hofs)
- At the Hof: Any non-lawful 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: When it is sacred to Loki at the hof- new moons, overcast days, storms, 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 Loki can gain a 1d8-4 modifier to the roll (-3 to +4), and may even pick which results they wish to use (a 50% chance, otherwise which result occurs is determined at random).
Many might happen to be at Loki's sacred places, but who knows?
Vagabonds (1d8; 50% chance)
Various forms of potential troublemakers.
MV 40’, AC 9, HD 1, Atk: 1, Dmg: 1d3 (by weapon), SP: see Vagabond Encounters in Volume I for additional traits, SV: C1, AL C.
Large Venomous Serpents (1d4; 25% chance)
~5' long snakes.
MV 30', AC 7, HD 2, Atk 1, Dmg: 1d4 (bite), SP: poison- save or take 2d6 additional damage, SV F2; AL C.
Vicious Wolves (2d3; 25% chance)
Particularly malevolent looking and vicious.
MV 60', AC 6, HD 2, Atk 1, Dmg: 1d6 (bite), SP: +2 to hit foes when at least 1 other wolf is attacking them as well, SV F2; AL C.
Mischievous Fire Elementals (1d3; 10% chance)
Look like demented boys, prone to yelling "Fire! Fire! hehehe..."
MV 40', AC 3, HD 3, Atk 1, Dmg: 2d6 (fiery touch), SP: immune to fire & normal weapons, take 1d6 damage from water & double damage from cold, SV F3; AL C.
Giants (1d3; 10% chance)
MV 50', AC 6, HD 8, Atk 1, Dmg: 4d6 (weapon) or 2d20 (boulder), SP: special abilities depending on type- resistance to frost, fire, etc., SV F8; AL C.
Hags (1d3; 7% chance)
MV 40', AC 7, HD 4, Atk 2, Dmg: 1d6 (claws) or 1d6 (claws), SP: immune to non-magic weapons & to mind-affecting spells, can cast 1d6 Loki spells at will, SV C4; AL C.
Sacred times: storms (see above).
1. Entrance: The cave opening seems almost hard to pinpoint, strangely moving slightly, defying attempts at defining its exact form.