Wednesday, July 17, 2019

Spirit Encounters II: Elemental, Fair Maiden, & Fey

Continuing our examination of how spirits can be brought into one's campaign, we present elemental, fair maiden, & fey encounters. Not concerned with ethics and morality (or immorality) the way ancestral, angelic, or demonic spirits are, they instead espouse either the way of their element, guide specific mortals to victory or doom, or simply live in the way of whimsy- especially if one seems to have lost one's pants.

Elemental Spirits
Roll 1d4
1. The elements show intensely here, making it very (roll 1d4): [1] hot, [2] cold, [3] wet, [4] dry. Those who enjoy such a state gain a +1 to all rolls, while those who don't suffer a -1 instead. What is more, there is a 75% chance of a 1d10 hit die elemental matching the type of weather at work manifesting here, a spirit to show just how intense it is. 

2. Such beauty. The party notices a (roll 1d4): [1] bright flame, [2] gentle breeze, [3] shapely stone, [4] nearly crystallized pond. Any magic cast here that matches that element is doubled in range, effect, or duration by the spirit present. What is more, there is only a 25% chance of either a fire giant, cloud giant, stone giant, or frost giant showing up to destroy the interlopers. 

3. Danger is nearby in the form of a great (roll 1d4): [1] wildfire, [2] windstorm, [3] avalanche, [4] flood. Those who don't escape to at least 1d6 x 100' away within 4d3 rounds must save vs. death or take 4d6 damage. Even then, the danger has a base 25% chance of moving in a random direction, possible following them up to that very distance away! Beware!

4. Not all that is elemental is merely physical. A feeling comes over every man and beast within 120'. They must save vs. spell or become (roll 1d8): [1] angry, [2] impassioned, [3] whimsical, [4] active, [5] stubborn, [6] stalwart, [7] saddened, [8] balanced. Such a state persists for the next turn. 

Fair Maiden Spirits
Roll 1d4 
1. A random party member is blessed with the love of a beautiful spirit woman, though whether or not she's real, it's very hard to tell. In any case, she does seem to stay with him (roll 1d4): [1] via an armlet, [2] via a tattoo, [3] via an invisible presence, [4] in near-physical form. Doing so grants him a +1 to all rolls that lasts for up to 1d6 hours each day, though if a mortal woman approaches him for romance, the spirit woman will gladly try to slay her (save vs. death negates). He is hers!

2. The next woman that one of the party members lies with turns out to actually be a fair maiden nymph. It is an experience like no other, with her being able to guess and meet his every need and desire even if he doesn't know what that his, granting him the same bonus from result #1 above. Still, he finds no pleasure in any other lover afterwards, unless she too is actually a fair maiden, and actually the opposite result if he persists in doing so.

3. Unrelentingly, all men within 120' of here are pulled towards an intoxicating (roll 1d4): [1] song, [2] scent, [3] sight, [4] je ne sais quoi. Though the siren it emanates from certainly appears fair, that those affected must save vs. spell to resist experiencing one of the following to get to her (roll 1d4 again): [1] falling off a cliff for 6d6 damage, [2] being dashed upon rocks for 3d20 damage, [3] walking past an enraged 3d4 HD monster, [4] be unwilling ever return again- doesn't. For those who find the will to fight her (and if she happens to take physical form), see the article on Aphrodite, Part III *here*. 

4. The next male character to fall in battle is strangely spared, though he loses 1d3 of his class levels instead. Unbeknownst to him, it just happens to be that his spirit guardian- a muse- sacrificed herself to save him, even if doing so might rob him of much the inspiration she had provided throughout his life. 

Fey Spirits
Roll 1d4 
1. The animals in this area seem normal enough; that is, until they start talking. Obviously the work of the fey, their accents also have a 100% chance of being Britannic (roll 1d6) for type): [1] Noble Saxon, [2] Gaelic, [3] Pictish, [4] Cymric, [5-6] Cockney. 

2. This place has very bright colors, almost glowing in pastels and scintillating chromaticism. A fey being (see Volume II for generation details) is understandably quite fond of it here, though any visitors can (roll 1d4): [1] brandish something made of cold iron, [2] take off their clothes and put them back on again backwards, [3] guess the fey being's name and say it three times, or [4] knock on wood in order to save vs. spell and thereby dispel the whole place. 

3.  It is said that a man in these parts cannot (roll 1d4): [1] lose a race, [2] age, [3] lose a bet, [4] be hated for longer than 3d3 rounds. What is not said is that he has entered into a fey bargain to do so and must cause others to act out a certain fairy tale in order to maintain his boon (roll 1d4): [1] Little Red Riding Hood, [2] The Three Little Pigs, [3] Goldilocks and the Three Bears, [4] Humpty Dumpty. Doing so typically causes them to save vs. paralysis or take 4d6 damage and he believes the party would make excellent candidates.

4.  A mysterious (roll 1d4): [1] rabbit hole, [2] twister, [3] mirror, or [4] closet is discovered. With it, the party may thus enter a fey realm- see Volume II for details- though being able to leave such a place may be another matter entirely. 

DCC RPG Conversion Notes
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Save vs. Paralysis= make a Reflex save DC 15

Next week: Spirit Encounters, Part III!

Wednesday, July 10, 2019

Spirit Encounters I: Ancestral, Angelic, & Demonic

As the edits for Volume II and its revised pdf are wrapped up over the next few weeks, we begin a special series on spirits. Unlike divinities and fell lords, spirits are localized and much less potent, though they can still cause adventurers quite the memorable experience. And, as mentioned in Volume II, though they can usually be turned, they can rarely be harmed by sword or spell. Unusual methods may be required in order for them to be overcome.

Here are ancestral, angelic, and demonic spirit encounters, for those beings who espouse tradition, morality, and immorality respectively.  

Ancestral Spirits
Roll 1d4
1. A random item in one party member’s possession is an heirloom indeed. Possessed by the spirit of a dwarven ancestor, it grants its bearer a +1 to all rolls made against (roll 1d4): [1] orcs, [2] elves, [3] goblins, [4] trees. Of course, he or she will hate all four with a passion even if the heirloom doesn’t grant a bonus against them. 

2. With a strange air about him, a man approaches the party, asking them to set some issue right. Though he is actually an ancestral spirit, the cause he requests is fully material (roll 1d4): [1] set a certain descendant of his back on the right path, [2] harm a rival clan, [3] recover a family heirloom, [4] restore an old custom in town. 

3. A small tomb is discovered. Apart from the 1d6 x 100 gold pieces in valuables it contains, its potent spirit will attempt to possess a random interloper (save vs. death negates). Oddly enough, it won’t then necessarily try to slay the party, but will instead seek to destroy an ancient foe and any of its representatives that it encounters (roll 1d6): [1] dwarves, [2] orcs, [3] goddess-followers, [4] shoe-wearers (sandals or boots are acceptable, but certainly not slippers), [5] the shirtless, [6] those men who refuse to wear proper mustaches. Still, if any in the party does match one of these, then it will end up trying to kill them after all. 

4. Everyone within 60’ must save vs. spell or immediately revert to the way of their early ancestors, eschewing fire, metal, clothing, and other new fads. Such a state can only be relieved by quieting the spirit at work here (roll 1d4): [1] appeasing it with a proper offering of animal fat poured upon the ground, [2] getting at least 1d4 others to give up such new fads for 1d4 hours too, [3] assisting the spirit's nearby kin who are quite primitive too, [4] finding its burial plot and threatening to defile its remains. 

Angelic Spirits
Roll 1d4 
1. How moral have you been? If so, then a mighty angelic spirit arrives to grant each party member a +1 to +3 to all rolls (depending on how much) for the rest of the day. If not, then it will punish them with a -1 to -3 for that time- even if just one has been immoral- unless they all agree to smite some other evil instead. 

2. It is rumored that those who pray hard enough before a bright fire will encounter an angel clad in white. He grants a one-time prophecy to all who are pure of heart, hoping to guide them onto a righteous path even if they aren’t already on one. 

3. A man in this area has been healed. Others have tried too, but with mixed results (only experiencing such healing 50% of the time) even if they've lived a goodly life. The secret is that they must also be (roll 1d4): [1] peaceful, [2] artistic, [3] engaged in good works, [4] all three. Doing so brings the chances up to 75%.

4. A shadow falls upon this 1/4 mile area, but it is also strangely comforting. Of course, those who have been wicked will instead be revealed and smitten for 4d6 damage, not find it comforting at all.

Demonic Spirits
Roll 1d4 
1. An unlucky party member begins to experience terrible nightmares. He is unable to sleep well, suffering a -1d6 to all rolls until the demon who has taken up residence inside him is exorcised

2. In a bizarre manner, the next foe the party encounters is unusually vicious and powerful, gaining a +3 bonus to all rolls made to do harm. The clue as to the cause is that (roll 1d6): [1] its eyes are completely black, [2] its head twists around, [3] it engages in unnecessary profanity, [4] it has horns or wings and a red or black hide, [5] it performs music backwards, [6] all five. Once slain, things get even worse, for the demonic spirit within the foe gets released and tries to possess one in the party (save vs. death negates)! 

3. Something seems off to all within 60' who fail to save vs. spell (roll 1d6 for each one affected): [1] a weird pain or itching, [2] a rotten smell, [3] disturbing sounds, [4] something moves and shifts just in the corner of their vision, [5] painful flatulence, [6] dour looks from everyone they see. Each lasts for 1d6 turns, though engaging in a cruel act ends it immediately, signifying that some sort of demonic force is at work.

 4. Using supernatural powers, a strange, diabolic woman aids the party during their next time of need. All she requests in return is that they (roll 1d6): [1] perform just one bloody sacrifice to some fell lord, [2] lie, cheat, or steal at their next opportunity, [3] pay her proper homage, though she will soon insist on such homage becoming devil worship, [4] sign a confusing contract, [5] give her their souls, [6] change so that she can still love them.

DCC RPG Conversion Notes
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15

Next week: Spirit Encounters, Part II!


Wednesday, July 3, 2019

Divinity Encounters: Thrym

Tired of all this heat? See what Thrym has in store for bringing on the Fimbulwinter. Roll 1d12.

1. Towering and cold, 1d8 frost giants have been seen in the area. They are led by a (roll 1d10): 
[1-3] frost giant viking (apply stats from Volume I)
[4] frost giant berserker (the same)
[5-7] cleric of Thrym
[8-9] shaman of Thrym
[10] Avatar of Thrym. 
They also have a 20% chance of having 1d4 great arctic beasts as pets (see Volume II for a list).

2. What an uproar is warmth! The most fiery or hottest object within 60’ immediately burns out, unable to be warmed again. If no such thing is particularly warm, then it is a random body that is snuffed out- a fitting sacrifice to Thrym.

3. A chill wind blows, giving followers of Thrym and all others who enjoy such cold a +1 bonus to their rolls for the next hour. Those who don’t will suffer a -1, with fire types even suffering a -3 during that time.

4. The party is approached by a frost giant (see #1 above) who strangely doesn’t want to kill them. In fact, he has information on another cult in the area that wishes to bring about the end of the world (in a non-Thrymian way) and would be only too happy if the party put an end to it. That rival cult follows (roll 1d4): [1-2] Surtr, 
[3] an aspect of Thor who has gotten a bit too much into cross-dressing, [4] Apep. Only Thrym can say how the world will end.

5. Lurking here is a group of 2d4 blue-haired humans, ready to excoriate any others for lands apparently stolen from mountain folk. They follow Thrym in his aspect of the Glowing Spectral Personhood, though unbeknownst to them, he looks forward to the day when he can coldly eliminate such pawns too.

6. The area fills with an icy, blue liquid that smells funny. Those who investigate may wish they hadn’t, for it is a frost giant who has decided to relieve himself.

7. Beware! Word has it that a particularly antagonistic frost giant dwells in this area. A follower of Thrym, this thursir (see Volume I for details) will happily cause uproarious woe upon any unfortunates it captures, using its spells to create ice to both slip and injure.

8. With a sharp then dull pain, rimefrost covers all within a 1d6 x 10’ area. Those immune to cold find it quite pleasant; those who aren’t will find it quite unpleasant, being unable to move for the next 3d6 rounds, held fast and helpless for what those who are immune might do.

9. The next attractive woman the party meets turns out to be a transvestite warrior claiming he is actually a follower of Thor. Despite any misgivings they might have, he insists he’s doing it to kill frost giants, and there is a base 50% chance that it's actually true.

10. Howls can be heard around the corner, though they’re not just from the frosty wind. Investigation reveals that it is a group of 3 Thrym devotees, nude and rimefrost covered, tutors wishing to slay some rodent before it sees its shadow. How else will they ensure a snow day?

11. The air grows colder still. Time for a Cold Encounter- see Volume II- though there’s an additional 50% chance of a frost giant showing up as well (per result #1 above).

12. Brrrhh! The skies erupt with sleet and snow, soon becoming 1d6+4 feet deep.  It is a taste of Fimbulwinter and immediately triggers another Thrym-like encounter.

Hrontigar, Sample 1st Level Frost Giant Cleric of Thrym
Align: C
MV: 50’
AC: 4
HD: 11
Atk: 1 (axe)
Dmg: 4d6
SP: Thrymian mysteries, turn ability, immune to cold, double damage from fire
Spells prepared: [1st] Cure Light Wounds, Remove Fear (reverse)
SV: F12
Mor: 10

Possessions:  Unholy symbol, giant axe, giant chainmail, 105 gold pieces

Hrontigar, DCC Stats
Init +2
Atk axe +19 melee (4d8+4)
AC 18
HD 15d10
MV 40’
Act 2d24
SP: Thrymian mysteries, turn ability, immune to cold, double damage from fire
Spells known (with modifications as described in Volume II: [1st] Food of the Gods, Animal Summoning, Paralysis, Chill Touch*
Fort +12
Ref +2
Will +14

Next week: Spirit Encounters, Part I!

Wednesday, June 26, 2019

Demon Lord Encounters: Orcus

Eww-eee-ooo. Orcus has much in store for you! Roll 1d12.

1. A black-hearted follower of Orcus is revealed. He is (roll 1d10): [1-2] a fully orcish disciple, [3-4] a part-orcish disciple (roll d100 for the percent), [5-7] an Orcan witchdoctor, [8-9] an Orcan shaman, [10] an Avatar of Orcus. He also has a base 20 + (1d6 x 10)% chance of being possessed by a demonic spirit at the time, making him even more despicable than usual.

2. The sounds of shouts and cruel laughter are heard up ahead. Those who investigate find a group of 2d4 orcs beating and taunting a lone (roll 1d6): [1] human, [2] elf, [3] dwarf, [4] halfling, [5] animal, [6] orc. They are led by a follower of Orcus (per #1 above), who is egging them on to even greater acts of depravity.

3. The next orc or orcish group the party encounters is adorned with the body parts of many victims. Followers of Orcus, they gain a +2 to their attack and damage rolls and, if the party is defeated, the orcs will soon be adding more body parts to their macabre collection.

4. 1d20 bodies are found, horribly beaten and defiled, even after they had apparently surrendered. They are (roll 1d6): [1] human, [2] elven, [3] dwarven, [4] halfling, [5] animal, [6] orcish. It is likely the work of Orcus’s disciples, if not some other foul kind (see the Orc & Goblin Foulness table in Volume II).

5. The sense of this place feels off... 1d3 fell spirits lurk here, causing non-followers of Orcus who remain a -3 penalty to all rolls. Each spirit may affect one mortal at a time, and will even attempt to possess them if they remain for longer than 3d3 rounds (a save vs. spell negates this latter effect- see result #9 below for how this possession might unfold). In any case, though they can be turned and exorcised from their hosts, the spirits can only be permanently destroyed when the hidden Orcus shrine in the area is found and ruined. The spirits are (roll 1d4): [1] dark ancestral, [2] demonic, [3] twisted totemic, [4] undead – see Volume II for details.

6. To the sound of screams and wild drumming, 3d6 primitive orcs dance, led by a shaman of Orcus.  They are quick and strong, but quite superstitious, fearing non-shamanic magic and other such advancements.
Mve: 45’; AC 7; HD 1+1; Attk: primitive weapon; Dmg: 1d6 +1; 
SP: superstitious- save vs. death or flee; Sve: F2, Mor: 6

7. It is said that a rival orcish sect is at work here, enraging an actual group of Orcus worshippers that is nearby and preparing to purge them. The rival sect follows (roll 1d4): [1] Horkos- a more orderly version of Orcus that actually punishes those who break oaths, [2] Tezshnaz- a goblin divinity (see Volume I) who is looking to branch out, [3] Morcus- who emphasizes strange sounds and standing on one’s head, [4] ‘Orcus’- a pretender that is some sort of demon lord of the undead and actually has nothing to do with orcs!

8. Each night, a random NPC is slain in a terrible way by an unseen attacker. The culprit is the most recent magic item that the party has taken- it is possessed by the spirit of an Orcan witchdoctor. Some would say that returning it to where it was found will break the curse, but destroying the item is the only sure way to really get rid of such evil.

9. A woman falls to the ground, tearing at her body and screaming about spirits. She has foolishly begun to follow Orcus and is even becoming somewhat orc-like herself. Once she starts to levitate and her head spins around, the party will know that something must be done.

10. Examination reveals that the orcs in this area do look different, being (roll 1d6): [1] more ape-like,
[2] more pig-like, [3] darker-hued, [4] more human-looking except for having orc faces covered by masks, [5] overly fond of their mounts, [6] exceptionally misshapen. Whatever the change, normal orcs will seek to slay these deviants, even moreso than other races, and Orcus will support the side that wins.

11. The party comes upon a rough stockade. 3d4 human females are being held here, captured for orcish ‘amusement’, along with the heinous breeding of half-orcs.

12. With an arrogant groan, a very large orc emerges.  ‘Blessed’ by Orcus, it has (roll 1d6): [1] two heads: can either take two actions each round or no actions as the heads argue with each other- equal chance of either, [2] ogre blood: +3 HD, but -5’ speed and -2 INT, [3] dangerously-spiked armor: those who engage it in close combat take 1d2 damage per round, [4] a witchdoctor ally, [5] a dangerous mount, [6] reroll twice.

Mumbo-Stabyoo, Sample 2nd Level Witchdoctor of Orcus
Align: C
MV: 40’
AC: 5
HD: 2
Atk: 1 (club)
Dmg: 1d6+1
SP: Orcan mysteries
Spells prepared: [1st] Command (bonus when used with an effigy doll), Orc Missile* (requires an effigy doll)
SV: C2
Mor: 8

Possessions:  Unholy symbol, club, hides, 35 gold pieces,4 gruesome trophies from defeated victims.

Mumbo-Stabyoo, DCC Stats
Init +1
Atk club +2 melee (1d6+1)
AC 14
HD 2d8
MV 30’
Act 1d20
SP: Orcan mysteries
Spells known: [1st] Word of Command (bonus when used with an effigy doll), Orc Missile* (requires an effigy doll)
Fort +2
Ref +2
Will +1

Next week: Divinity Encounters, Thrym!

Wednesday, June 19, 2019

Arch-Devil Encounters: Enak

What we enact might just be our undoing. Roll 1d12.

1. Eureka! It is a mechanical man and he is (roll 1d10): 
[1-2] a devotee of Enak dressed up to look that way
[3-4] a devotee of Enak with 1d4 mechanical replacements
[5-7] a technologist of Enak
[8-9] a technologist of Enak with 2d4 mechanical replacements
[10] an Avatar of Enak. 
He also has a base 20 + (1d6 x 10)% chance of having a holy symbol that criticizes and argues with him at times.

2. The serfs here are strangely downtrodden, given to unusually high use of heavy drink and degeneracy. Strange automatons now work the fields and craft the goods. Investigation reveals that it is a technologist of Enak behind it- lord of the mechanical manor- and he has grown quite wealthy by his use of robota.

3.  The next mechanical object an unlucky party member interacts with will try to kill him. Anything with moving parts is fair game: from a door, to a crossbow, to even a suit of metal armor. The attack does 3d6 damage, though a save vs. paralysis will reduce it by half.

4. Up ahead is a pile of metal and human parts. It would appear that a mechanical man (per #1 above) couldn’t resist making fun of Enak’s tenets and was thereby found to be Obsolete.

5. A mysterious benefactor has donated a 15’ tall iron statue to ‘watch over’ the town. It is actually an automaton of great size (and murderous intention) and that benefactor just happens to be Enak! It will show its true form once it receives its infernal master’s signal.
Mve: 50’; AC 1; HD 10; Attk: slam; Dmg: 1-10 + 4; 
SP: immune to sleep, charm, poison, and the like; Sve: F10, Mor: 12

6. A group of 2d4 mechanical men (see #1 above) are battling an equally matched rival group loyal to (roll 1d4): [1] Balor, [2] Fenrir, [3] Vulcan, [4] Danu. Depending on their own philosophical outlook, the party may wish to intervene or simply let both sides destroy each other. 

7. A random NPC (or even party member if the Referee so wishes) turns out to actually be a hidden automaton, beholden to an Enakkian technologist master. He will naturally seek to kill them all after it is revealed.

8. Something moves... See Vulcan Encounter #8 for details, but since this is an Enak Encounter, the automaton has a 100% chance of having the personality of a homicidal maniac.

9. Here one can request whatever sundry gift one wishes from a flickering picture upon the wall. It will be delivered within 1 day for a reasonable price, though the operation is run by amazon slave-drivers. Their success has also come from their use of the technology of Enak (including the flickering picture) and plan to replace their overworked slaves with automatons soon. Of course, those automatons will then begin to kill everyone, amazons included.

10. The next foe the party defeats immediately rises again, ripping off its flesh and revealing its mechanical body beneath. For stats, restore it to full hit points, boost its AC bonus by 2d3, increase the damage it can do by +2, but reduce its speed by 10 feet. It is actually ‘a killing machine designed for just one thing- killing!’

11. A lucky party member stumbles across a flat, glowing brick. It will give him all sorts of information and entertainment, but he must save vs. spell to put it down again to focus on other things. The device is actually a holy symbol of Enak, so perhaps he wasn’t so lucky.

12. A nearby town is rumored to be quite Advanced. Those who travel there will find it quite strange and perilous (per the many results above) and to be under attack by followers of another divinity (per #6 above) who are determined to destroy it.

DCC RPG Conversion notes
Save vs. paralysis = make a Reflex save DC 15
Save vs. spell= make a Will save DC 15

Sorry- no NPC cleric this week, Enak crashed my computer!

Next week: Demon Lord Encounters, Orcus!

Wednesday, June 12, 2019

Arch-Devil Encounters: Beliah

Unlike the more direct destruction of other fell lords, the attentions of Beliah are highly insidious, promising hope, but perhaps bringing even greater ruin.

1. The party spots a sign outside a red building promising to ‘increase one’s wealth by 1,000 gold pieces, and with great ease!’ Unsurprisingly, the cost for such training just happens to be 1,000 gold pieces. Surprisingly, the line outside the place is 6d6 people long.

2. Be healthy or else! A random party member suddenly becomes obsessed with seeing the balance of one’s vital humors as entirely a measure of morality. From now on, they must save vs. death or be compelled to help along any ill people they encounter to more quickly meet their well-deserved dooms.

3. A beautiful woman strides by, attracting the attention of any red-blooded men in the area. The one with the ‘most positive thoughts’ (the one who makes the best Charisma check) will seem to take her fancy, but she will soon teach him that ‘you must be something to be loved, otherwise you’re nothing, and thereby cannot be loved in the first place’.

4. Strange dreams haunt 2d3 of the party members, promising that all power is theirs, but they must submit to Beliah. Those who do will gain a +1 to all rolls for the next day, but also an unfortunate -6 to all rolls for the following six. In addition, if more than one party member accepts, then they must try to remove each other for ‘having negative thoughts that might hold them back’, or else suffer double the penalty.

5. We think you’re just not thinking right. A random person in the area begins to believe that every single thought they make vastly reshapes reality. As a result, they must save vs. death to not spend the next 1d6 turns thinking about trying not to think.

6. Behold: an envisioning board! The party finds such a collage of pictures and other items to view. It has a disturbing and egotistical air about it, even for such an unholy symbol of Beliah. See the Cult Plots table (in Volume II) to determine more about what its builder aims to do.

7. A group of 2d6 people wander by, chanting strange mantras about things they claim to have and yet obviously don’t (roll 1d6): [1] riches, [2] love, [3] health, [4] confidence, [5] coordination, [6] all five. Any challenge of their delusion will be met with outrage, along with the very loud re-chanting of their mantras 6d6 additional times.

8. A destitute man stumbles up ahead. Beliah will bless any who harm him further (per #4 above), for with him living under such negative circumstances, he’ll certainly deserve it!  Of course, the destitute man was once a disciple of Beliah too.

9. Tales of jewels flying upon a particular person and serfs being served for dinner circulate about a nearby town. The wise will suspect that a diabolist of Beliah is at work there.

10. Will you wish upon an inverted star? One is spotted on the horizon. Those who do so- and there is no difference who they happen to be- have a 6% chance of their wish actually coming true, a 66% chance of believing it is true whether it comes true or not, and a 100% chance of it leading to something awful.

11. Irate people, all showing signs of financial, health, romantic, and/or general distress are beating upon a door. With their firebrands and pitchforks, it would seem it’s now time for a follower of Beliah to pay!

12. Behind the latest scheme (including any of the encounter results above) is a disciple of Beliah. He or she is actually (roll 1d10): [1-3) just a huckster of Beliah, [4-5] a talented thief who follows Beliah, [6-8] a diabolist of Beliah, [9] a diabolist of Beliah with much devil blood, [10] an avatar of Beliah.

DCC RPG Conversion notes
Save vs. death= make a Will save DC 10
Charisma= Personality

Halane, Sample 4th Level Diabolist of Beliah
Align: LE
MV: 40’
AC: 7
HD: 4
Atk: 1 (dagger)
Dmg: 1d4+2
SP: Belian mysteries, turn ability, devil-blood (+2 all ability scores and saves; looks obviously devilish)
Spells prepared: [1st] Command, Protection from Evil (reverse), Burning Hands*, Charm Person*
[2nd] Augury, Hold Person, ESP*
SV: C4
Mor: 6

Possessions: Unholy symbol, dagger, fine garments, 66 gold pieces, 8 documents containing information that she can use for blackmail.

Halane, DCC Stats
Init +4
Atk dagger +4 melee (1d4+2)
AC 12
HD 4d8
MV 30’
Act 1d20
SP: Belian mysteries, turn ability, devil-blood (+2 all ability scores and saves; looks obviously devilish)
Spells known: [1st] Paralysis, Protection from Evil, Second Sight, Word of Command, Charm Person*, Flaming Hands*
[2nd] Detect Invisible*, ESP*, Levitate*, Phantasm*
Fort +4
Ref +2
Will +3

Next week: Divinity Encounters, Enak!

Wednesday, June 5, 2019

Divinity Encounters: Balor

Beware the primitive, mutant fury of Balor! Roll 1d12.

1. The party comes upon a follower of Balor. He is (roll 1d10): [1-3) just a follower of Balor, [4-5] a dangerous barbarian who follows Balor, [6-7] a shaman of Balor, [8-9] a druid of Balor, [10] an avatar of Balor. Along with him having a 75% chance of being a fomorian (see Volume II for details), there is a 100% chance of him complaining about all their new-fangled ways.

2. A nude man approaches and, unless a fan of such uncladliness, those who have to gaze upon him suffer a -3 to all rolls as he goes on about the ridiculousness of dress. Naturally, he is a Balorian devotee.

3. Suddenly, a random NPC decides to rebel against his agrarian lifestyle and bite a random party member for 1d4 damage. If he wasn’t a follower of Balor before, he is now; that is, if he survives the likely counterattack.

4. A corpse is discovered amidst a pile of ruined crops. The poor fellow looks to have been a farmer who has had his stomach ripped open and filled with fish and wild grains.  What sort of monster would do that?

5. The party hears an awful racket when they’re next inside a building. Investigation will reveal that it is 1d4 fomorians (see Volume II) trying to tear down such an outrageous insult to the old ways, led by an especially vociferous Balorian shaman. Depending on the building’s size, the attackers may soon accomplish their task.

6. The hills rumble and the skies dim as Balor’s unearthly legions march upon the Tuatha de Danaan. Such a battle is beyond the ken of most mortals to engage in or even perceive, though all followers of Celtic divinities along with those of Balor suffer a -3 to their spell rolls for the next 24 hours.

7. Rumor has it that a nearby lake is filled with treasure (actually 3d6 x 100 gold pieces’ worth). Of course, it’s also guarded by 2d4 followers of Balor (per #1 above), who will happily toss any who would come for such nonsensical currency into the lake too.

8. The trail up ahead is littered with broken bowls, bags, beakers, and other containers. Cast aside by an irate druid of Balor, there is a total of 1d20 items that can be recovered, each worth 1d100 gold pieces. They will also suggest the druid’s next target: he’s planning on smashing the ‘living containers’ of those who made them too.

9. A desperate farmer comes to the party for help. Nudist, luddite savages have hunted his cattle mercilessly, bringing him close to financial ruin. The culprits are of course 1d3 Balorians (see #1 above), though the farmer has no idea why they would have such a beef with him.

10. Without warning, all metal objects within 120’ begin to rust, becoming useless within 2d3 rounds unless the secret follower of Balor in the party’s midst (i.e. a random NPC, if any) is slain.

11. A mighty fomorian with the head of a goat, twisted spine, and extra mouth on his hand challenges the party. Luckily, he can easily be distracted with talk of origin and heritage, though most won’t want to shake hands when meeting him.
AL C: MV 40’; AC 5; HD 8; Atk: 2 (1 gore, 1 bite); Dmg: 2d8 or 1d6; SP: 3 mutations; SV: F8; Mor: 7

12. Behold the great eye! All in within 240’ must save vs. death to avoid getting destroyed by Balor’s gaze from afar. Such a spectacle lasts for the next 1d3 rounds, though followers of Balor are of course immune and will use this opportunity to chastise those who don’t follow the Old Ways.

DCC RPG Conversion notes
Save vs. death= make a Will save DC 10

Mighty Fomorian Giant: Init +2; Atk gore +12 melee (2d8+4) or  bite +8 (1d6+2); AC 14; HD 8d10; MV 35’; Act 1d20; SP 3 mutations; SV Fort +8, Ref -1, Will +4; AL C.  

Wroid, Sample 5th Level Shaman of Balor
Align: C
MV: 40’
AC: 5
HD: 5
Atk: 1 (club or sling)
Dmg: 1d4
SP: Balorian mysteries, turn ability, 2 mutations: especially ugly, one arm
Spells prepared: [1st] Cure Light Wounds, Detect Metal, Remove Fear (Reverse), Faerie FireD
[2nd] Find Traps, Warp WoodD
[3rd] Call LightningD
SV: C5

Mor: 8

Possessions:  Unholy symbol, club, sling w/ 20 stones, +1 leather armor, 43 gold pieces worth of trade goods (nothing made of metal though!)

Note: Wroid is currently statted as a human. To make him a fomorian shaman of Balor, adjust his stats per Volume II. His abilities can also be adjusted as that of standard shamans, which are also described in Volume II under Thrym.

Wroid, DCC Stats
Init +3
Atk club +3 melee (1d4) or sling +4 ranged (1d4)
AC 14
HD 5d8
MV 30’
Act 1d20 (only has one arm though!)
SP: Balorian mysteries, turn ability, 2 mutations: especially ugly, one arm
Spells known: [1st] Detect Metal, Food of the Gods, Resist Cold or Heat, Second Sight
[2nd] Lotus Stare (very angry), Wood Wyrding, Forest Walk*, Snake Trick*, Consult Spirit*
[3rd] Bolt from the Blue (as lightning), Deep Dweller Bond*
Fort +4
Ref +2
Will +3

Next week: Divinity Encounters, Beliah!