Wednesday, November 13, 2019

Clerics of Veles, Part III

Veles tests his cleric to see what he's really worth.

Divine Tests
1-3. Is more chaos better? Veles will have the cleric see, with a 1d8-5 modifier applied to all his rolls for the next 1d2 turns x 3.

4-8. Action is needed. The cleric must now perform some sacred test, since he loses access to some of his spells (50% chance for each one), including possibly his turn ability, until it is done. Roll 1d6 for each.
[1] Break a law with one who is meant to enforce it knowing that the cleric did so.
[2] Startle someone of equal level or greater.
[3] Laugh hysterically at one of higher status and who will dislike it.
[4] Give all the coin on his person to the next musician he meets. 
[5] Insult a follower of Perun or similar, Lawful god.
[6] Shepherd livestock, or the dead if possible, for 1d4 hours, preferably underground or near water.

9-14. Veles sees fit to change the cleric... permanently. His appearance is altered, whether an eye, hand, foot, or even complete head, causing him to increasingly look like a hybrid monster to the non-faithful, along with a cumulative -2 Charisma penalty when attempting to associate with such types. Roll 1d6 each time this test occurs to determine the nature of the change: [1] Wolf, [2] Serpent, [3] Stag, [4] Bat, [5] Bear, [6] Shadowy Form. 

In return, he gains a corresponding benefit (roll 1d6 again): [1] +3 bonus for all rolls made to hide, [2] can regain 1d4 hit points per day by smothering a wound with fresh earth, [3] can remove one harmful effect when completely bathed in subterranean water once per day, [4] can make a bite attack every other round of melee combat for 1d4 damage. [5] can choose to go first in initiative up to once per day, [6] can reroll one of his spell rolls up to once per day.

15-17. Oh the turns that Veles makes. For the next 4d6 hours, those who once knew the cleric no longer recognize him, seeing him only as a stranger instead. Foes might mistake him too, though followers of Perun are immune from the effects of this temporary identity loss that Veles did take. 

18+ A stronger challenge from Veles arrives... in the form of a monster! It will lurk within a 360' radius of where this test occurs, attacking the cleric, his allies, and any who might remain in or venture into that area until it is itself slain. Roll 1d3 times on test results #9-14 above to see what form the monster takes, possibly being some sort of  chimeric beast. In any case, its stats will be:
Align: C; Mve: 50’; AC 4; HD: 5; Attk: 2 (claw/ bite); Dmg: 1d6+1 bite; SP: cause fear to those who first encounter it- save vs. death negates; Sve: F6; Mor: 9

And for every divine test result over 18, increase the radius of its prowling range by 60' and its HD and damage bonus by 1!



DCC RPG Conversion Notes
Charisma= Personality
Turn ability= Turn Unholy ability

Stats for results 18+ monster: Init +3 Attk claw +7 melee (1d6+1), bite +7 melee (1d6+1); AC 15; HD 5; MV 40'; Act 2d20; SP: cause fear to those who first encounter it- Will save DC 10 negates; SV Fort +5; Ref +5; Will +7; AL C. 


Next week: clerics of Veles, Part IV!

 



Wednesday, November 6, 2019

Clerics of Veles, Part II


Magical Side-Effects
Underwordly chaos from the magic-man rings true. Those who would harness it must see what's required, two. Roll on the following tables (Flow and Form), combining them to determine the spell's magical side-effect, if you do. 

For example, a roll of 2 on Flow and 4 on Form would indicate that if serpents or hairy beasts aren't within range, then the spell only works at 50% its usual potency. On the other hand, a roll of 7 on Flow and 1 on Form would mean that if the cleric is underground when casting the spell, then an aspect of it can be doubled and it is not expended that day...

FLOW (d8)
1. Give Unto Me: The spell requires the Form rolled in order to function. It will only do so once it is provided.

2. It Would Behoove You: If the Form isn't available, the spell works at just 50% its normal strength.

3-6. Nothing Yet: The spell works normally this time; no need to roll for Form.

7. A Wise Choice: If the Form is available, the spell's effect, range, or duration can be doubled. If not, then the spell has a 50/50 chance of either still being able to work normally or won't work this time at all!

8. Potent: The spell occurs for twice its usual effect, range, or duration, and it is not expended for the day. The cleric also gains the ability to sense the direction to the nearest Form rolled for the next 1d6 turns.


FORM (d6)
1. Under: The cleric is either actually in some subterranean place or otherwise very well-hidden from the eyes of Law.  

2. Earth: A handful of dirt, soil, or stone is in the cleric's grasp.

3. Water: The cleric is within 30' of some body of water or at least have a pint's worth on him from an underground source.

4. Serpent: Something very serpentine is held by the cleric- living serpents can be within 60'. Other beasts, if hairy, will also do at that range.

5. Cunning: The spell is cast without anyone else noticing, with music, or in some other, especially clever or Chaotic way.

6.  Magic: All magical effects within 120' of the spell's casting works at 1d6 x its normal strength for the next 2d6 rounds (roll for each spell and magic item already present or that enters the area). Ignore the Flow result in this case- the magic flows on its own!


DCC RPG Conversion notes
Spell not being expended for the day= spell gains a +2 bonus to its spell check



Veles Sorcerers
Treat as his clerics, except that they fight as and have the HD of magic-users (DCC wizards), but also have no limit to their daily spells- they can keep casting spells until they wish to stop (or are stopped).

What is more, they roll an additional d10 whenever casting their spells, along with the d8 and d6 on the tables above:
1. The spell triggers a divine test (detailed next week)!
2. The spell may require two Forms to work- roll twice on that table to see which ones.
3. The spell affects a random target within 120' instead.
4-7. The spell  has no additional sorcerous requirement. 
9. The sorcerer automatically casts a random spell on a random target within 120', sometime within the next 1d20 rounds. possibly including himself. 
10. The spell functions at 1d4+1 x it's normal power!


Next week: Clerics of Veles, Part III!



Wednesday, October 30, 2019

Clerics of Veles, Part I



Veles
Chaotic Slavic God of the Underworld, Water, Serpents, & Magic

Tenets of Veles
* Remain below
* Flow and adapt as needed
* Undermine Law's tyranny
* Strike deadly when you must
* Be cunning, revealing your true power

Clerics of Veles
Special: Veles is served by clerics, volkhvs (Slavic oracular priests), and sorcerers (detailed in Part II).
Allowed Weapons: Staff, dagger, sling
Allowed Armor: Hide or lighter
Symbol: Beast, Serpent, Willow
Can Turn: Lawful, bright, stormy, or airy beings.
Veles Mysteries: Clerics of Veles can reroll a spell roll when fighting a lawful, bright, stormy, and/or airy  being, though they must abide by the second result. They may do so up to once per level per day.




Next week: Clerics of Veles, Part II!

Wednesday, October 23, 2019

Priestesses of Lada, Part V

Lada Encounters
Great love can bring a sense of completion, but also great wonder. 

Roll 1d12
1. A random, lucky party member spots an available member of the opposite gender (with a Charisma of 14 +1d4). If they play their cards right, the two will become inseparable lovebirds, enjoying many hot summer nights together, kissing deeply at the slightest provocation (a base 85% chance).

2. Beware! A body of water lies ahead. Those who explore will be relieved to find it to be warm and containing a (roll 1d4): [1] beautiful (and available) woman, [2] pair of lovers, [3] priestesses of Lada (50% chance of her also having a Lado; 50% chance of him being present too), [4] a rusalka- a Slavic nymph.

3. A flaxen-haired maiden approaches a random party member, bestowing a message to help them find love. The maiden is a volkhva (oracular priestess) of Lada of course, and the party member must venture to a/an (roll 1d4): [1] pond, [2] stream, [3] field, or [4] area of brilliant sunshine in order to find their partner. For those who do within 1d20 turns, see result #1 above.
 
4. Joyously dancing, 3d8 Slavs are present at a wedding. Depending on how much Lada has blessed the couple, the bride will either be (roll 1d4): [1] hopelessly devoted, [2] simply in love, [3] somewhat of a challenge, [4] a 'bridezilla'. There's also a base 33% chance of 1d4 rusalka being present too, enjoying whatever unfolds. 

5. A mysterious woman is rumored to be in the area, teaching a special Ladan bonding ritual. Those who find her may undergo it to be forevermore linked to their mate, suffering any harm they might suffer, but also gaining a +1 to all rolls when holding hands.

6.  Strangely, many beautiful flowers grow here. With proper preparation, they can be used to concoct a love potion, though the ones so affected will be under the spell forevermore (a save vs. spell resists).

7. Who is doing all the yelling? Two lovers are at odds with each other, despite their many pleas to Lada. Those who wish to help will eventually uncover that they are being affected by Chernobog, dread lord of darkness (detailed in a later post).

8. All those who are within 1/4 mile (and already besmitten) will experience a change in their lover, possibly providing a challenge that only further guidance from Lada can provide (roll 1d4): [1] falling ill, [2] must spend more time apart, [3] must spend more time together, [4] nymphomania/ satyriasis

9. 2d3 Varangians dwell here, though, unlike many of their kinsfolk, they are generally more peaceful, following Freya and Sif. And although those goddesses are similar to Lada, they are more openly magical and warlike, making them potentially useful allies to Ladans in need of combat aid.

10. Here at this kapische, one blessed by Lada dwells. And though quite beautiful (Charisma 14 +d1d4), she will remain loyal to her Lado, otherwise dispensing healing succor to those who visit and are pure of heart. She turns out to actually be (roll 1d12): [1-3] just a devout follower of Lada, [5-8] a priestess of Lada, [9-10] a volkhva of Lada, [11] a rusalka, [12] an avatar of Lada.

11. A group of 3d4 children are dressed up as kings and queens, visiting those in the area in order to find a grown up to marry to another grown up. These matchmakers approach the party within 2d8 rounds.  

12. Legend is that a fabled 'Lada chariot' is in this very area. Though somewhat compact, it can be driven without mount and handles surprisingly well, moving up to 80' per round.

*If those affected by any of these encounters are faithful followers of Lada (or similar goddess), they can adjust any rolls made on this table by + or - 1.


DCC RPG Conversion Notes
Charisma= Personality
Save vs. spell= Make a Will save DC 15.



Lyuba, Sample 2nd Level Priestess of Lada
Align: N
MV: 40’
AC: 8
HD: 2
Atk: none
Dmg: none
SP: Lada mysteries, turn ability
Spells prepared: [1st] Cure Light Wounds, Sanctuary, Feather Fall*
SV: C2
Mor: 7

Possessions:  Holy symbol, garland of flowers, pretty dress, love poems from her Lado (Dabroslav, a cleric of Perun), 15 gold pieces


Lyuba, DCC Stats
Init +1
Atk none
AC 11
HD 2d8-1
MV 30’
Act 1d20
SP: Lada mysteries, turn ability
Spells known: [1st] Detect Magic, Holy Sanctuary, Protection from Evil, Second Sight, Water Walk
Ref +2
Fort +0
Will +3
AL N


Next week: clerics of Veles!


Wednesday, October 16, 2019

Priestesses of Lada, Part IV


Priestess Spells (Lada)
Priestesses of Lada have access to the following spells, demonstrating her affinity for flowers, fields, and summer waters- all that love has to offer.

LABYRINTH LORD
1st Level: Create Water, Cure Light Wounds, Detect Magic, Light (can count as sunlight), Protection from Evil (+2 if in the presence of her Lado), Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (save is 4 harder if she's wearing a garland of flowers), Animal Companion (D), Allure*, Charm Person* (but she must remain faithful to her Lado- if she already has one), Dancing Lights*, Feather Fall*

2nd Level: Augury, Bless, Continual Light (can also count as sunlight), Hold Person, Holy Chant, Resist Fire, Reveal Charm, Find Plant (D), Fire Trap (D), Produce Flame (D), Levitate* 

3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Locate Object (if it’s a potential wedding gift), Prayer, Remove Curse, Hold Animal (D), Plant Growth (D), Protection from Fire (D), Water Breathing (D), Suggestion* (as Charm Person*, above) 

4th Level: Create Food and Water, Cure Serious Wounds, Divination, Lower Water, Neutralize Poison, Protection from Evil 10’ Radius (+2 if in the presence of her Lado), Flash Fire (D), Hallucinatory Terrain (D), Teleport* (requires passing through a body of water during summer or one that is otherwise lit by the sun)
 
5th Level: Atonement, Commune, Cure Critical Wounds, Plane Shift (as Teleport*, above), Commune with Nature (D) (only in sunshine, bodies of water, grain fields, or on warm summer nights), Summon Monster (rusalka- Slavic nymph) 

6th Level: Find the Path, Heal, Summon Aerial Servant (appears as a rusalka), Speak with Creatures,Wall of Thorns (D) (also covered in flowers) 

7th Level: Regenerate, Restoration, Wind Walk, Irresistible Dance* (feeling summery and loving), Simulacrum* (who must also remain faithful to her Lado)


DCC RPG
1st Level: Blessing, Detect Magic, Food of the Gods, Holy Sanctuary (save is 4 harder if she's wearing a garland of flowers), Paralysis, Protection from Evil (+2 if in the presence of her Lado), Resist Cold or Heat, Second Sight, Water Walk (as Forest Walk*, but works on bodies of water instead), Animal Summoning*, Cantrip* (dancing lights only), Charm Person* (but she must remain faithful to her Lado- if she already has one)  

2nd Level: Cure Paralysis, Neutralize Poison or Disease, Restore Vitality, Fire Resistance*, Levitate*, Locate Object* (if it’s a potential wedding gift), Monster Summoning* (rusalka- Slavic nymph),

3rd Level: Remove Curse, Consult Spirit* (nature spirits or other water spirits only), Dispel Magic*, Eternal Champion* (summoning and empowering her Lado for the task), Planar Step* (requires passing through a body of water during summer or one that is otherwise lit by the sun), Water Breathing*

4th Level: Sanctify, Levitate*, Phylactery of the Soul* (must kept with her Lado), The Dreaming* (only works during summer, in water, or in direct sunlight)

5th Level:  Loving Summer Bond (as Bottomfeeder Bond*, but works with the summery and beings in love instead- those who feel that way too), Replication* (who must also remain faithful to her Lado)


Next week: priestesses of Lada, Part V!


Wednesday, October 9, 2019

Priestesses of Lada, Part III

Just how bright does the priestess's love shine? Lada will help to show her the way.

Divine Tests
1-4. Where for art my Lado? Unless the priestess actually has her love at her side (or closer), then she suffers a -1d4 penalty to all her rolls for the rest of the day.

5-9. Oh, sweet summer love! The priestess loses access to some of her spells (50% chance for each one), including possibly her turn ability. Roll 1d6 for every one lost to see what she needs to do in order to get it back. Each result will require 3d3 turns to complete, though if her Lado, her love, is in sight when doing so, it only needs to be done for 1d3 turns.
[1] Groom and beautify herself
[2] Bathe in water
[3] Dwell in an open field
[4] Bathe in sunlight
[5] Demonstrate her beauty
[6] Encourage fertility, especially on a warm summer night

10-14. The light shines even more brightly in the priestess, changing her from now on. Roll 1d6.
[1] Her features lighten and brighten, granting her +1 Charisma.
[2] Whenever her Lado is harmed, she suffers a -1 to all her rolls until the next sunrise.
[3] Natural beasts, plants, and weather effects no longer wish to harm her, granting her a +4 AC and/or save bonus in such situations.
[4] She must bathe in either water, sunlight, or her Lado's gaze for at least 1d3 turns each day or take a -2 to all her spell rolls.
[5] Crops and folk grow fertile around her, ensuring a good seeding, harvest, and birth to all within 120' when such things are happening. 
[6] She tends to set things on fire: passions, dry tinder, and the like have a base 25% chance of igniting whenever she first comes within 30' (save vs. spell negates), for she is a summer girl.

15-17. Something may befall her life with her Lado. For if she can't have him, then....? Roll 1d3:
[1] They become married, or if already married, renew their vows. In either case, it will require a daylong celebration to occur sometime within the next month with at least 2d4 guests and 2d100 gold pieces in materials provided for its success. Otherwise, the priestess must roll again for her divine test and with a +5 modifier.
[2] She is now with child and switches to become a priestess of Mokosh (detailed in a few more weeks) during that time. Once the child is born, she may choose to keep primarily following Mokosh or return to Lada.
[3] Her Lado perishes. Unless she finds a new one (or they are reunited in the Afterlife), she will turn to following Baba Yaga (detailed in a few more weeks after Mokosh).

18+ Absence turns the heart into fodder. Lada sees fit to remove the priestess's lover from her life for a time, preventing them from being together (as well as her being able to bypass her magical side-effects and some of her divine test results too). He will be gone for 1d3 days per divine test result, though the reunion will be sunny indeed, granting them both a +1 to all rolls for each day they were separated, showing that he does feel that way too.


DCC RPG Conversion Notes
Charisma= Fellowship
Save vs. spell= make a Will save DC 15


Next week: priestess of Lada, part IV!

Wednesday, October 2, 2019

Priestesses of Lada, Part II

Magical Side-Effects
There's a whole lot of Lada's love, so much so that any of the following magical side-effect results can be ignored if the priestess is holding hands with her Lado, her love, at the time of casting. Otherwise, roll 1d12.

1. Gifts of Rod: Lada requests an offering of grain or even some sort of wedding gift so as to power the spell. If not, then it won't occur until it's given. 

2. Larila: What is summer without the sun? The spell must be cast within the sun's light (no matter the season), or else its effects will only occur when the target is so bathed.

3. Kupala: Water cleanses, heals, sustains. The magic needs it too, or else it will only happen at 1/2 its normal effect if at least a handful isn't present.

4. Kostroma: Upon the grainy meadows we dance and sing. The spell requires being in an open field, visiting one earlier that day, or doing so by the next dawn. If not, then it functions at just 50% power.

5. Lada Lado: Together, life roams free. All courtship and lovemaking rolls within 240' of the place of casting gain a +2 bonus for the next 1d6 hours.

6-8. No Side-Effect: The magic works normally for now. 

9. Rusalka's Way: The spell is cast at double its effect, range, or duration, but only if the priestess has bathed in natural waters and/or clear sunlight that day, or has otherwise communed with nature spirits. If not, then it fails.

10-11. Love in Hand: The magic's effect, range, or duration can be increased two-fold if the priestess's Lado is currently at her side (at least). If not, then it just functions normally. 

12. Blessing of the Summer Queen: The spell occurs for double its normal effect, range, or duration, and it is not expended for the day. The priestess also gains the ability to sense the direction to the nearest member of a loving couple (including her Lado- her own) for the next 1d6 turns


DCC RPG Conversion notes
Spell not being expended for the day= spell gains a +2 bonus to its spell check


Next week: Priestesses of Lada, Part III!