Wednesday, July 18, 2018

Cleric Encounters: Nergal

17th in the Divinities and Cults: Volume III series (two more to go!), we have Nergal, Mesopotamian arch-devil of the deep state and corruption.

1. The presence of Nergal is felt with a violent death. Depending on the situation, the party either stumbles across the corpse or receives news of it soon. Roll 1d4: [1] a random NPC the party knows, [2] an unknown man, [3] a monster or other potential threat to the party, [4] an NPC in the party (if any).

2. With a disturbing roar, an evil black lion leaps out to attack! Roll 1d4+3 to determine its HD and it only has a base 25% chance of being cowardly.

3. Ever given to subterfuge, Nergal tricks one of the party’s clerics into thinking that his clothing is not up to par, like he once deceived Marduk. As a result, he or she cannot use any cleric spells or abilities for the next 4d4 hours, even if such comments are only in Erra.

4. 2d4 lion men have taken over the area, doing their malevolent best to slay any potential rivals as they are wont to do. Even followers of Nergal aren’t immune, unless such followers can find a way to corrupt the lion men (a base 66% chance).

5. Plague and famine have afflicted here. All those encountered for the next 2d4 hours are sick and weak, having only 1/2 their normal hit points and suffering a -4 penalty to all rolls. And though the party will find it hard to find food and comfort, followers of Nergal and other Fell Lords that deal with such tragedies are immune.

6.  Like Ereshkigal did with Nergal, a female NPC ends up with a diabolic, underworldly type. He is either a (roll 1d6): [1] lion man, [2] orc, [3] fighter who follows Nergal, [4] cleric of Nergal, [5] sorcerer of Nergal, 
[6] reroll twice to generate a multiclass adversary. Whoever it is, the party will have to be the ones to rescue her from such a bĂȘte noire.

7. Fire! Whether from devilish machination, scorching sun, or insidious hellfire, the closest target in a random direction from the center of the party ignites, causing it 2d6 damage and 1d6 damage to all within 5’ of it. If the target happens to be a party member, then Nergal only cackles more loudly.

8. What looks to be a black cockerel crows at the party from upon its own dunghill. It is actually a/an (roll 1d6): [1-2] arrogant rooster, [3] black cockatrice, [4] polymorphed lion, [5] polymorphed lion man, 
[6] polymorphed cleric of Nergal. In any case, this rooster just might snuff them.

9. A nearby official has been corrupted, but Nergal’s minions remain paranoid over ‘slavic trolls’. The official is a (roll 1d6): [1] watchman, [2] toll keeper, [3] tax collector, [4] royal agent, [5] cleric, [6] noble, though the ‘trolls’ only have a 33% chance of being real. If so, then they are simply citizens attempting to fight the corruption. Otherwise, they’re only the minions’ paranoid delusions.

10. Perhaps not a king of lions, a giant lumbers into view that will certainly scare the heck out of humans- a humbaba! If they have somehow defiled his forest or otherwise angered him (a base 66% chance), then he will attack with roars, claws, fiery breath, and his dreaded snake phallus!

11. War! Factions in the area have given in to Nergal’s machinations and are now fighting to the death. Roll 1d6 twice to determine what the sides are: [1] Nergal followers, [2] Marduk followers, [3] other humans, [4] lion men, [5] black lions, [6] black cockerels (see #8 above), [7] ‘slavic trolls’, [8] roll again- a third side is fighting. There will be at least 4d6 of each side in the immediate area; 2d6 if the side is comprised of animals or monsters. In any case, the party has a base 50% chance of getting caught up in the fighting, if not all the accompanying arguments too.

12. Nergal’s realm is deep below, hidden from illumination, hope, and accountability. The party encounters such a deep state as well in the form of a (roll 1d6): [1] series of tunnels, [2] cavern, [3] thieves guild, [4] secret police enclave, [5] cultist hideout, [6] official’s quarters.


Sample 8th Level Cleric of Nergal
Align: C
MV: 35’
AC: 2
HD: 8
Atk: 1
Dmg: 1d6+1 (+1 mace) or 1d8 (battle axe)
SP: Nergal turn ability, mysteries, Fearful Visage, Corrupting Message (divine tests), 50% chance of being seen as an obvious monster
Spells prepared:
1st level: (4+2) Command, Create Water (reverse), Cure Light Wounds (reverse), Light (reverse), Remove Fear (reverse), Manipulate Fire*
2nd level: (3+2) Bless (reverse), Find Traps, Hold Person, Fire TrapD, Invisibility*
3rd level: (3+1) Animate Dead, Cure Disease (reverse), Shadow Silence, Striking
4th Level: (2) Divination, Darkball*
SV: C8
Mor: 10
Possessions: +1 Plate mail, +1 mace, 181 gold pieces, 1 random magic item, plans for discrediting a local official, one 1st level Nergal priest disciple, two Nergal cultists.



Next week: cleric encounters, Set!

Wednesday, July 11, 2018

Cleric Encounters: Dagon

1. The tide comes in. Ocean waters flood the immediate area, rising for 1d3 rounds at a rate of 1d3 feet per round (double if near the sea), likely making those caught within salty at best.

2. A giant crab skitters forth, being 3 HD larger if within range of the ocean! It will ignore any followers of Dagon and happily attempt to crush all others.

3. Arrrr! Like pirates, 4d4 sea raiders have descended upon the area, terrorizing the local populace, likely given to much drinking, plunder, and pillage. Will the party stop or help them? The local lords will certainly be in favor of the former.

4. Ahhh! Like locusts, 4d8 fish men have descended upon the area, either planning (if their numbers are less than), being in the process of replacing (if their numbers are about the same), or finishing off (if their numbers are greater than) the local populace. In any case, any locals who remain will know that something very fishy is going on.

5. The area within 60’ becomes overly moist and stinking, causing all to save vs. paralysis or slip and fall. Even followers of Dagon aren’t immune to this effect, though they’ll savor this manifestation of their fell lord regardless.

6. Suddenly, a large fish leaps out and attacks the party! It is a (roll 1d6): [1] giant catfish, [2] giant piranha, [3] bull shark, [4] great white shark, [5] giant rockfish, [6] giant sturgeon. If encountered on land, halve its HD and it will only last 2d4 rounds without water. If encountered deep in the ocean or in the presence of a cleric of Dagon, increase its numbers by 1d3 instead.

7. Dagon comes to you! All water in a 1/4 mile area becomes vile and dead fish-ridden, preventing its consumption and enjoyment by all normal folk. Followers of Dagon aren’t normal folk of course and actually find it to be quite delicious and pleasant.

8. Worshippers of the sea are in the area. Unfortunately, they follow Dagon! They are (roll 1d6): [1] 1d4 clerics of Dagon, [2] 1d3 priests of Dagon, [3] 1d3 witches of Dagon, [4] 1d4+2 cultists of Dagon, [5] 1d4+2 fish men, [6] reroll twice. They are especially interested in slaying followers of sea gods, though they’re also happy to weaken any other human institutional resistance to invasion as well.

9. Thus unto seamen. The next NPC that a party member lies with turns out to be a fish man or woman! Apart from the tainted offspring, the party member only has a base 50% chance of getting out alive, modified by how well they did this time in Love and War (see Volume III).

10. Ice is awful! Ice freezes Dagon’s people! Ice must be abolished! A mob of Dagon followers (roll twice on #8 above) are attacking another group because of their association with ‘ice’. The other group is only about half their size- it seems that Dagon’s forces are always many- and are (roll 1d4): [1] Thrym cultists, [2] Skadi worshippers, [3] watchmen tasked with removing invaders, [4] Krampus devotees.  The Dagonites have a base 66% chance of winning; that is, unless the party intervenes.

11.  The party uncovers a valuable-looking but somehow unpleasant horn. It actually fits into a statue that some fools believe will bring about a golden age. Of course, it will instead transform into a Lesser Avatar of Dagon (1/2 AC bonus, HD, Dmg, & special abilities)! It will likely take some sort of mighty barbarian to defeat it by ripping the horn out again.

12.  Look out! The disciples of Dagon have been busy. A minor invasion of the demon lord’s children occurs (sea people: whether fish men, sea raiders, or both), swarming the area at a rate of 3d6 per turn for the next 2d4 turns, likely making use of a Chain Teleportation spell to begin to replace the local folk forever. They might then say that it’s over, for such sea children seem no longer lost.


Sample 10th Level Cleric of Dagon
Align: C
MV: 40’ (swim 80’ w/ mask)
AC: 5
HD: 10
Atk: 1
Dmg: 1d6+2 (+1 harpoon- as spear) or 1d4+2 (+1 fish knife- as dagger)
SP: Dagon turn ability, mysteries, Foul Water Gout, Sea Seed, Refuge (divine tests), 25% chance of being seen as an obvious monster
Spells prepared:
1st level: (5+2) Create Water, Cure Light Wounds (x2), Protection from Humans, Remove Fear, Sanctuary, 
Divine WeatherD
2nd level: (4+2) Delay Poison, Hold Person (x2), Speak with Animal (fish), Spiritual Weapon, Warp WoodD
3rd level: (3+1) Animal Growth (fish), Locate Object, Prayer, Water BreathingD (reverse)
4th Level: (3) Cure Serious Wounds, Confusion*, Polymorph Self (fish)
5th level: (2) Chain Teleportation*, Feeblemind*
SV: C10

Mor: 8
Possessions: +1 Scale mail, +1 harpoon, +1 fish knife, 165 gold pieces, 1 random magic item, plans for replacing the population of a nearby castle with fish men, two 1st level Dagon priest disciples, four Dagon cultists, pet bull shark (with a reversed Water Breathing spell cast on it if need be).


Next week: cleric encounters, Nergal!

Wednesday, July 4, 2018

Cleric Encounters: Apep

15th in the encounter series for Divinities and Cults: Volume III, we have Apep, Egyptian titan of darkness, serpents, & apocalypse.

1. Serpent in the grass. All who pass through an area of tall grass ahead have a 1 in 4 chance of being bitten by a snake (1 in 2 if followers of Ra) for 1d3 damage and must also save vs. poison or take 4d6 additional damage.

2. The sky darkens, almost as if some fell, enormous, serpent is passing above. Not only is it harder to see (for diurnal types) for the next 1d6 hours, but all followers of Apep (and similar divinities) gain a +2 to all rolls during this time.

3. Serpent under one’s loincloth. For the next 24 hours, a random male member of the party will have his own member (roll 1d3): [1] become quite large and unwieldy, [2] become an actual snake (like that of Humbaba), [3] appear to become a snake but is really an illusion- likely caused by vampire tricks. In any case, if the member lies with a woman during this time, he will most certainly father a snake man child!

4. A great offspring of Apep slithers forth! It is a (roll 1d4): [1-2] giant python, [3] giant rattler, [4] wingless, legless wyvern. The party is free to negotiate with it, though it will only bite them in return.

5. Serpent in the party. A random member is compelled to do ill against another member, though their alignment will dictate its extent: Lawful- punish them for one of their crimes, Neutral- weaken them, Chaotic- attack them. In all cases, a save vs. spell negates, though Chaotic members might not need much coaxing.

6. Apep is never worshipped? Ha! Some reveal themselves now to prove all the wise men wrong (by trying to kill those present). They are (roll 1d6): [1] 1d3 clerics of Apep, [2] 1d2 priests of Apep, [3] 1d2 mystics of Apep, [4] 1d4+2 cultists of Apep, [5] 1d4 snake men, [6] reroll twice.

7. Serpent on the road. The party encounters a seemingly friendly individual who is in fact a vile worshipper of Apep! The individual appears as a (roll 1d4): [1] wanderer, [2] merchant, [3] innocent child, [4] local fellow. In any case, the individual will happily murder the first party member he or she can get alone in a manner pleasing to Apep (per Divine Test results #5-9).

8. Snaky thoughts infect the entire party, making them suspect that there is a serpent amongst them (per result #5 above). Each must make an INT or WIS check, otherwise they will believe another party member is about to betray them! Their suspicions last for at least the next hour, though the party might not.

9. Serpent in the blood. Whether through venom or other malady, an unlucky party member becomes poisoned, taking 2d4 CON damage. He or she may save to resist it, though there’s only a base 50% chance of determining its cause.

10. Like a snake shedding its skin, a related aspect of Apep is worshipped here, though it will likely bring as much darkness and doom as its Egyptian variety. Roll 1d4: [1] Python, the serpentine foe of Apollo that favors screaming sacrifices being consumed by huge snakes, [2] C’ps, the venomous cult of child-snatching that is done to ‘rescue’ them from their parents, [3] an unnamed, heretical cult of Skadi that enjoys dripping venom on victims like she once did to Loki, [4] Shield Ghul, the medical cult who has a Ghul Serpent as its symbol, a far cry from that of Asclepius- see Wyrd Ways of Walstock.

11. Serpent upon the page. The party comes across a Book of Overwhelming Apep. Not only does it grant its readers excellent advice on defeating Apep and its worshippers- via defiling, smiting, spitting, etc. on wax models and drawings of that serpentine titan - but it will also work against followers of similar cults, granting a +2 bonus to all rolls for the rest of the day to those who perform its 1d3 turn rituals first. Unfortunately, the book does not currently contain pictures of a god to keep Apep in check, so there is also a base 35% chance of the picture of Apep animating to bite anyone reading it for 3d10 damage! Followers of Ra will of course be well aware of such perils, as well as any confusion arising from the book’s title.

12. The next tunnel the party enters turns out to be the inside of an enormous serpent! Though the fanglike stalactites and stalagmites of its entrance have only a base 5% chance of giving it away, the crushing and acid coming from its weird walls, floor, and ceiling for 4d6 damage each round increases those chances greatly (to 100%).


Sample 13th Level Cleric of Apep
Align: C
MV: 40’
AC: 3
HD: 13
Atk: 1
Dmg: 1d3+1 (bite, plus save vs. poison and paralysis), 1d4+2 (+2 whip) or 1d6+1 (+1 short sword)
SP: Apep turn ability, mysteries, Snake Head, Paralytic Bite (divine tests), 50% chance of being confused for an obvious monster
Spells prepared:
1st level: (6+2) Command, Cure Light Wounds (reverse), Light (reverse), Remove Fear (reverse), Charm Person* (x2), Sleep* (x2)
2nd level: (5+2) Bless (reverse), Hold Person (x2), Snake Charm, EntangleD, Detect Invisible*, Magic Mouth*
3rd level: (4+1) Animal Growth (serpents), Remove Curse (reverse), Striking, Infravision*, Suggestion*
4th Level: (4) Cure Serious Wounds, Cure Serious Wounds (reverse), Detect Lie, Polymorph Self (serpent forms)
5th level: (3) Commune, Cloudkill, Transmute Rock to Mud
6th level: (2) Blade Barrier, Heal (reverse)
SV: C13
Mor: 7
Possessions: +3 Scale mail, +2 whip, +1 short sword, 499 gold pieces, 3 random magic items, plans for sacrificing a nearby town, three 1st level Apep cleric disciples, six Apep cultists.


Next week: cleric encounters, Dagon!

Wednesday, June 27, 2018

Cleric Encounters: Thoth

14th in the gods and goddesses series for Divinities and Cults: Volume III, we have Thoth, Egyptian god of knowledge, balance, and judgment.

1. During the next meditation, study, or prayer session, any spellcasters in the party become disturbed by an irritating noise. It is (roll 1d8): [1] loud talking, 
[2] laughing, [3] yelling, [4] barking, [5] music, 
[6] screaming, [7] roaring, [8] reroll twice. They must make Wisdom checks or have to take an extra hour to prepare any spells; that is, if the noise stops by then (a base 65% chance)!

2. The clear-mindedness of Thoth fills the immediate area. It lasts for the next hour and all affected who engage in calm action gain a +4 to such rolls.  

3. Upon the horizon, the moon shows large and bright. All Neutral beings (or those engaged in balanced pursuits) may reroll one roll of their choice once before it sets again, 1d6 x 10 minutes later.

4. The wisest member of the party seems to age mysteriously for the next 24 hours, gaining +2 Wisdom, but also an aspect of decrepitude (roll 1d6): [1] trouble with short-term memory, [2] difficulty urinating, [3] hard of hearing, [4] predilection to go on for 4d4 minutes at a time about ‘the good ‘ole days’ whenever possible, [5] plagued by aches and pains, [6] reroll twice. During this time, the Referee can require the one affected to make ability checks in order to do such things that would normally come easily in one’s youth.

5. A dog-headed ape leaps out suddenly. Though sacred to Thoth, this creature might end up monkeying around (a base 50% chance). In aani case, treat it as a baboon.

6. The basis of nearly all fell cults is their lack of reason. The party encounters 1d6 such lunatics who, along with giving the moon (and thereby Thoth) a bad name, espouse (roll 1d4): [1] near-constant yelling and other forms of loudness, [2] laboring all day in order to purchase overly priced goods that aren’t really needed, [3] facilitating the ethnic cleansing of their own people, [4] attempting to tyrannize those who they consider tyrants.

7.  A number of scrolls are uncovered. Those attempting to discern their meaning must make an Intelligence check first (roll 1d4): [1] a random Thoth cleric spell, [2] a historical record, [3] a philosophical treatise, [4] reroll twice.

8. A disciple of Thoth approaches the party. He turns out to be a (roll 1d12): [1-4] cleric, [5-7] priest, 
[8] lector priest, [9] monk, [10] mystic, [11] simply a faithful follower, [12} Thoth Avatar. He requests that they retrieve an item of knowledge for him.

9. As #8 above, except that the disciple now asks that the party help the cause of Thoth by promoting balance (roll 1d4): [1] assist a Lawful group, [2] weaken a Lawful group, [3] assist a Chaotic group, 
[4] weaken a Chaotic group

10. With an ancient trove of lore, the party uncovers a Hermopolis of sorts. Though it may be ruined (a base 50% chance), it will also contain at least one temple of Thoth, along with (roll 1d6): [1] a strange, hippopotaman temple of Set, [2] grotto burials, [3] an enormous ibis (treat as a roc), [4] associations with the Greek divinity Hermes (see Mercury in Volume II), [5] 2d4 dangerously large baboons (treat as man-eating apes), [6] reroll twice.

11. A merchant offers the ‘Book of Thoth’ to sell to the party for 1d6 x 1000 gold pieces. It turns out to be (roll 1d6): [1] authentic, granting its readers a +1 bonus to Intelligence or Wisdom, [2] an imperfect copy, only having a 50% chance of granting its readers +1 to Intelligence or Wisdom, [3] utter nonsense, 
[4] a cookbook- recipes have a 50% chance of actually being tasty though, [5] as the scrolls in #7 above, [6] cursed with vile deceptions, causing its readers a -1 penalty to Intelligence and Wisdom. Any followers of Thoth will of course attempt to vigorously investigate the book (and the merchant), no matter what it does!

12. The party comes across an Egyptian temple (see Volume III for details). Though many Egyptian divinities are worshipped there, its main patron is (roll 1d10): [1] Anubis, [2] Bast, [3] Horus, [4] Isis, [5] Osiris, [6] Ra, [7] Thoth, [8] the Pharaoh, [9] Apep, [10] Set.

  
Sample 14th Level Cleric of Thoth
Align: N
MV: 40’
AC: 6
HD: 14
Atk: 1
Dmg: 1d6+2 (+2 staff) or 1d6+1 (+1 mace)
SP: Thoth turn ability, mysteries, Ibis Head, Lunar Headdress, Babi, A’ah-Djehuty (divine tests), 75% chance of being confused for a monster
Spells prepared:
1st level: (6+2) Cure Light Wounds (x2), Detect Magic, Sanctuary, Comprehend Languages*, Feather Fall*, Read Languages*, Scribe*
2nd level: (5+2) Augury, Find Traps, Know Alignment, Silence 15’ radius, Speak with Animal, ESP* (x2)
3rd level: (5+1) Cure Disease, Dispel Magic (x2), Locate Object, Prayer, Clairvoyance*
4th Level: (4) Cure Serious Wounds, Divination, Protection from Evil 10’ Radius, Tongues
5th level: (3) Plane Shift, True Seeing*, Telekinesis*
6th level: (3) Find the Path, Heal, Legend Lore*
SV: C14
Mor: 9
Possessions: +2 Shield, +2 staff, +1 mace, 627 gold pieces, 4 random magic items, 6 useful scrolls (as #7 above), three 1st level Thoth cleric followers, one 3rd level Thoth monk bodyguard


Next week: cleric encounters, Apep!

Wednesday, June 20, 2018

Cleric Encounters: Ra

13th in the gods and goddesses series for Divinities and Cults: Volume III, we have Ra, Egyptian god of the sun, pharaohs, and power.

1. The great light of mighty Ra shines down, bringing warmth and radiance, but also a base 50% chance of sunburn and desiccation.

2. The party uncovers a strange gateway. It leads to a far-off realm related to Ra, beyond the stars. Roll 1d4: [1] Ra’s Morning Barge (Mandjet), [2] Ra’s Nighttime Barge (Mesektet), [3] A domain where bird-headed folk fight crime and debate Law, [4] a world ruled by an Evil Alien Ra impersonator (see #4 below).

3. Ra can be very direct. To punctuate that fact, he blasts the closest Chaotic being in a random direction from the center of the party for 3d6 damage. If it happens to be a party member who is in that direction, closest, and Chaotic, then so much the better!

4. An Evil Alien Ra impersonator occupies the area, polluting the Sun God’s truth with creepy gazing and a weird voice. Treat as a (false) Avatar of Ra, except that it has a human head, its powers come from bizarre, magic-mimicking technology, and it has 2d4 similar cronies (5th level paladin imitators of various other Egyptian divinities) in which it attempts to rule the land.

5. Like the blazing solar disk above, Ra can take many forms, all of them reflecting his potent rulership. For the next 3 hours, all Egyptian cleric-types that the party encounter suffer a -3 to all rolls if they don’t see Ra as (roll 1d3): [1] having a direct relationship with them (Amun), [2] being the sole divinity in existence (Atem), or [3] being self-created and the original being (Atum). If unsure, there is a base 50% chance of an Egyptian cleric-type believing it to be true, though non-Egyptian cleric-types will never believe any of it!

6. The party stumbles across a patrol of Ra’s faithful. It contains 1d4 clerics, 1d4-1 priests, 1d3-1 paladins, and 1d6+2 pious Egyptian warriors. They are on their way to bring the Sun God’s light to the Underworld.

7. A Heliopolis is found, replete with pillars, obelisks, and at least one temple of Ra. It may also be ruined (a base 50% chance), though it will still have much lore and certainly have at least 1 Bennu (phoenix) residing there, since it is a sun city.

8. A cleric of Ra and his entourage (see #6 above) approach the party. He wants them to defeat some followers of (roll 1d6) [1-2] Apep, [3] Set, [4] Ptah or Osiris, [5] Isis or Horus, [6] Reroll twice. If anyone in the party follows that rival god or goddess though, then he will decide to simply defeat them instead!

9. Shimmering and golden, a Uraeus Crown is found. Not only does it grant its wearer a +2 bonus to all rolls to invoke his or her authority, but the serpent upon it can animate for up to 2d3 rounds per day, attacking as a spitting cobra.

10. The party comes across an obelisk. Over 20’ tall, it would be an impressive monument to Ra. The only problem is, it is attuned to Chaos, not Law!

11. An Egyptian war party is on the move. Fittingly enough, the Sun Pharaoh (Ra) is its patron and includes: 1d4 x 10 Egyptian warriors, 2d4 chariots, and a leader with 1d4+2 cleric levels.

12. The party discovers a pyramid! See Volume III for details on how to generate it.



Sample 13th Level Cleric of Ra
Align: L
MV: 40’ (fly 90’ via sun chariot- divine test)
AC: 3
HD: 13
Atk: 1
Dmg: 1d6+3 (+3 staff) or 1d8+2 (+2 khopesh)
SP: Ra turn ability, mysteries (sun beams improved by divine tests), Falcon’s Head, Eye of Ra, Uraeus, Sun Chariot, 40% chance of accidentally shooting someone he looks at and is angry towards with his sun beam
Spells prepared:
1st level: (6+2) Command, Create Water (reverse), Cure Light Wounds (x3), Detect Evil, Floating Disk*, Solar Hands*
2nd level: (5+2) Bless, Find Traps, Hold Person, Resist Fire, Spiritual Weapon, Solar Missile* (x2)
3rd level: (4+1) Continual Light, Cure Blindness (reverse), Hieroglyph of Warding, Clairvoyance*, Solar Ball*
4th Level: (4) Cure Serious Wounds, Exorcise, Arcane Eye*, Polymorph Self (falcon forms only)
5th level: (3) Commune, Cure Critical Wounds, Teleport*
6th level: (2) Find the Path, Disintegrate*
SV: C13
Mor: 10
Possessions: +3 Scale mail, +3 staff, +2 khopesh, 850 gold pieces, 3 random magic items, orders from the Pharaoh, 1d4+1 1st level Ra cleric followers (number varies because he may have accidentally killed some with his sun beams)



Next week: cleric encounters of Thoth!



Wednesday, June 13, 2018

Cleric Encounters: Osiris

12th in the gods and goddesses series for Divinities and Cults: Volume III, we have Osiris, Egyptian god of life, death, growth, & resurrection.

Osiris Encounters
1d12
1. The plants are very tall and lush here. Though they reflect the fertility of Osiris, they also (roll 1d4): [1] provide edible sustenance, [2] provide wine-like nectar, [3] make navigation difficult, [4] conceal bandits.

2. The party uncovers a colorful pillar. Being a djed, it is, fittingly enough, sacred to Osiris (as god of the dead). It grants the use of one of his spells up to once per day to a Lawful individual who prays before it. Still, it is the size and mass of an actual pillar, so moving it would require a hefty spine indeed.

3. A mummy shambles forth! Those who are observant (and knowledgeable) will notice that it bears the symbols of Osiris though and the being is actually not evil- unsurprising, since Osiris is a daddy.

4. Like Osiris, a lucky party member fathers a son. There is a 50% chance of him being partially divine and a 50% chance of the party member being dead when he is conceived.

5. A nearby river flows. It also (roll 1d4): [1] is flooding, [2] is running dry, [3] hosts bathing pilgrims, [4] has a coffin floating in it. Whatever the party decides to do, they should make sure they’re not in denial.

6. Unless unconscious already, a random party member immediately falls asleep for the next 5d6 minutes and vividly dreams of the Duat (Egyptian Otherworld). He or she thereafter gains a +1 bonus to all Afterlife Encounters (see Volume III), glancing through a Book of the Dead, conversing with Shabti, and the like. Hopefully, the character’s required unconsciousness won’t cause him or her to have to apply the bonus right away.

7. Whether a wise peasant or divine goddess, the Law of Ma’at sees that justice is done. Osiris applies the same to the party, blessing those who have done no wrong (at least according to the 42 negative confessions) with a +1 to all rolls for the next 24 hours. Particularly evil party members might be punished with the opposite, though with only a base 50% chance since Osiris is a generally forgiving god.

8. A ram-headed humanoid emerges. It may simply be some sort of bestial atavar or minotaur, though it may instead be a servant of Osiris blessed with the Banebdjed divine test (equal chances of either).

9. A number of followers of Osiris are engaged in his Mystery Play. They include 1d4 priests, 1d4-1 monks, and 1d3-1 mystics. In any case, the Osirians will offer their assistance once the performance is over, within 1d4 turns.

10. The next Lawful party member who eats bread and drinks wine has a base 50% chance of receiving a visit from an Osiris Avatar. If that occurs, then he will offer to shepherd him or her with some words of wisdom or even deliver them from some dire or evil threat.

11. Great Osiris waves his crook and flail and the last person or creature that the party had witnessed dying comes back to life. Though mortals might have their opinions about such a turn of events, only Osiris knows the truth.

12. The party is cast into the 12 Hours of Night (Egyptian Underworld). Luckily, they are only there a few moments, taking just 1d6 damage from the ordeal. Osiris hopes the experience will encourage them to keep their hearts light as feathers so they need never return, unless of course they are planning on visiting his house there (which is pleasant).

  
Sample 12th Level Priest of Osiris
Align: L
MV: 30’
AC: 6
HD: 12 (uses magic-user’s hit die and attack bonus^, modifications from divine tests- see below)
Atk: 1
Dmg: 1d4+1 (+1 Crook of Osiris) or 1d6+1 (+1 Flail of Osiris)- see possessions, below
SP: Osiris turn ability, mysteries, priest rules^, Green Man, Mummy Wrapped, Wenennefer (divine tests), 75% chance of being confused for a monster
Spells prepared:
1st level: (6^+2) Create Water, Cure Light Wounds (x3), Protection from Evil, Purify Food and Drink, EntangleD, Shield*
2nd level: (5+2) Augury, Delay Poison, Hold Person, Holy Chant, BarkskinD, Feign DeathD, Find PlantD
3rd level: (4+1) Cure Blindness, Prayer, Remove Curse, BreathingD, Protection from Normal Missiles*
4th Level: (3) Cure Serious Wounds, Divination, Sticks to Snakes
5th level: (3) Atonement, Dispel Evil, Raise Dead
6th level: (2) Heal, Transport via PlantsD
SV: C12
Mor: 9
Possessions: +2 Bandages (as padded armor), +1 Crook of Osiris (those hit must save vs. death or take 1 Intelligence damage), +1 Flail of Osiris (those hit must save vs. paralysis or lose 5’ of speed), 5 gold pieces, 4 1st level Osiris priest followers
  

 Next week: cleric encounters of Ra!


Also, print-on-demand for Volume I likely won’t be ready until early July. As a result, I’ll be releasing the revised pdf versions in the next day or so. Those who already have their copies should be able to download the new ones from Drivethru RPG, etc. for free.

Wednesday, June 6, 2018

Cleric Encounters: Isis

11th in the gods and goddesses series for Divinities and Cults: Volume III, we have Isis, Egyptian goddess of kindness, motherhood, & magic.

Isis Encounters
1d12
1. Rain falls from the heavens, bringing nourishment and healing 1d6 hit points from Queen Isis above. What is more, it only has a 20% chance of causing a deadly flood.

2. A random female member of the party (or NPC if the party has none) becomes pregnant. Roll 1d6: [1] The child was conceived from a slain father, [2] the mother gains the abilities of a 1st level priestess of Isis until the child is born, [3] the child is bird-headed, [4] the child is an actual Avatar of Horus, [5] reroll 1d4 twice, [6] all of the above.

3. Two great lovers meet and become inseparable. They are certain to create children within a few years’ time, but are also certain to create much intrigue (that will greatly affect the land) much sooner. What is more, there’s a 75% chance that 1d4 followers of Set will work to destroy them.

4. Deranged brigands are, of all things, using the goddess of kindness’s name to wage a campaign of terror! The local temple of (the real) Isis will happily reward any who put a stop to such brigands and are fine if those who do so aren’t kind about it!

5. A strangely shaped ankh is uncovered. Those who are knowledgeable will determine that it is in fact a tyet and it grants the use of a random Isis spell of 1st, 2nd, or 3rd level up to once per day to any who wear it. On the other hand, the lascivious will only stare at it if exposed (save vs. petrification negates), associating it with something (or things) else.

6. A lucky spellcasting party member is blessed by Isis with a +1 caster level for the next 24 hours. He or she must roll on the Alternate Magical Side-Effects table during that time whenever casting a spell though. See Volume III.

7. Seven scorpions join the party during their next rest. They offer their protection (whether the party wants it or not) by happily sparing all who are kind, motherly, and/or magical. They will also happily sting all others.

8. Isis is known throughout many lands, allowing the powers of those who follow her to be quite versatile. As a result, any clerics in the area can immediately decide to permanently swap up to three magical side-effects, divine tests, or spells of hers with those of their own god or goddess, thereby customizing their clerical abilities further. On the other hand, those who already follow Isis can do the same with another divinity they’re familiar with.

9.  A potent and motherly woman arrives. She is (roll 1d8): [1-4] a priestess of Isis, [5-6] a mystic of Isis, 
[7] simply a faithful follower of Isis, [8] an Avatar of Isis. In any case, and due to the light in her eyes, she’s also likely somebody’s darling (or mother- a base 75% chance of each), though she always walks in Egyptian fashion, striking poses upon chariots.

10. A random husband that the party knows is chopped up (to death), thrown in a coffin, and tossed in a river. There’s a base 75% chance of it being done by a follower of Set, but only a base 25% chance of his wife falling to pieces afterwards.

11. The party is invited for dinner by a very matronly hostess. Besides her being an obvious follower of Isis, during the meal it is revealed that (roll 1d6): [1] the food is exceedingly good, [2] her husband is a potent follower of Osiris, [3] her son is a potent follower of Horus, [4] the hostess is a potent follower of Isis too (see #9 above), [5] the hostess insists the party eats more than they want to, [6] reroll twice.

12. Thanks to the mercy of Isis, an oasis is found. Along with offering sanctuary from Set’s deadly desert, it also (roll 1d6): [1] grants a +1 bonus to all spell rolls, [2] has waters that heal all wounds, [3] is guarded by an Egyptian sphinx, [4] has a potent follower of Isis present (see #9 above), [5] houses a temple of Isis with 2d4 potent followers, [6] reroll twice.


Sample 11th Level Priestess of Isis
Align: L
MV: 40’ (fly 70’)
AC: 6
HD: 11 (uses magic-user’s hit die and attack bonus^)
Atk: 1
Dmg: 1d8 (cow horns: can counterattack only)
SP: Isis turn ability, mysteries, priest rules^, Hathor horned, throne crowned, winged arms (divine tests), 75% chance of being unable to fit in enclosed spaces nor run
Spells prepared:
1st level: (6^+2) Command, Cure Light Wounds (x3), Detect Evil, Sanctuary, Divine WeatherD, Mending*
2nd level: (4+2) Bless (x2), Find Traps, Hold Person (x2), Obscuring MistD
3rd level: (4+1) Continual Light, Cure Disease, Dispel Magic, Clairaudience*, Protection from Normal Missiles*
4th Level: (3) Create Food and Water, Cure Serious Wounds, Globe of Invulnerability (Lesser)*
5th level: (2) Commune, Telekinesis*
6th level: (1) Astral Projection
SV: C11
Mor: 10
Possessions: Bracers of armor, fine robes, 206 gold pieces, 1d4 random magic items, 4 Egyptian warrior bodyguards


Next week: priests of Osiris!