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!

Wednesday, May 30, 2018

Cleric Encounters: Horus

10th in the gods and goddesses series for Divinities and Cults: Volume III, we have Horus, Egyptian god of unity, the sky, vengeance, and nobility.

Horus Encounters
1d12
1. The sky above changes, reflecting the Eye of Horus gazing down upon mortals, becoming (roll 1d6): [1] clearer, [2] cloudier, [3] windier, [4] calmer, [5] brighter, [6] more colorful. There is also a 50% chance of it triggering a desire for either union or vengeance!

2. During their next battle, the party is assisted or even saved by a mysterious stranger. He turns out to be a (roll 1d6): [1-2] cleric of Horus, [3] monk* of Horus, [4] paladin* of Horus, [5] a noble fighter who follows Horus, or [6] a Horus Avatar.
* As more martial cleric variants, monks and paladins are described in Volume III.

3. 1d4 nobles pass by, accompanied by 1d3 Egyptian warrior bodyguards apiece. Their presence (and likely behavior) triggers a certain emotional desire in the party members (roll 1d6): [1] unity, [2] respect, [3] mild vengeance, [4] moderate vengeance, [5] major vengeance, [6] extreme vengeance! Whether such feelings are focused towards said nobles or on behalf of said nobles is for the Referee to decide.

4. Four canopic jars are discovered. One has the head of a human; the others, a jackal, a baboon, and a hawk. The wise will discern that these represent none other than the Sons of Horus! Possession of them will prevent injury or harm coming to one’s liver, lungs, stomach, or intestines respectively, allowing for much drinking, inhalation, consumption, and so forth, amongst other things...

5. The party comes across an Egyptian war-party. It contains the following roster and is likely not here for fun (a base 85% chance): 3d4 Egyptian warriors, 2d4 archers, 1d4-1 chariots, and a heroic follower of Horus as leader (see #2 above for his class, though he won’t be mysterious).

6. Someone needs to be punished! The violator is a (roll 1d6): [1] whore (never to be confused with Horus!), [2] defiler, [3] upstart, [4] liar, [5] thief, [6] follower of Set. If unable to give them their just deserts by sunset (especially followers of Set, since they belong in the desert!), then each member of the party must save vs. paralysis or resort to drink.

7.  Someone must be unified! The violator is a (roll 1d6): [1] whore, [2] defiler, [3] upstart, [4] liar, [5] thief, [6] follower of Set. If unable to make them appreciate the value of lawful, noble cooperation by sunrise, then each member of the party must save vs. paralysis or resort to vengeance (as per #6 above)!

8. A strangely curved, yet magic sword comes into a lucky party member’s possession (a Khopesh). It can be used as either a scimitar or a hand axe each round and has a dweomer of (roll 1d6); [1-4] +1, [5-6} +2. But unless the character is specially trained in its use, he or she has a base 50% chance of accidentally injuring him or herself with it or even damaging the weapon on a critical miss.

9. The party spots an enormous firebird up ahead. Though it might seem fearsome (and its eggs priceless), the noble phoenix (a.k.a. bennu) will only breathe its incredibly hot fire on those upstarts who disturb its peace.

10. A great betrayal occurs. An unlucky party member either turns on others or is him or herself betrayed by some other (equal chance of either). In any case, Horus would never favor such heresy!

11. A child is born. Though he will invariably have a sidelock of hair, he will also have an increasing number of the following traits (roll 1d6): [1] a hawk head, [2] mother is a priestess of Isis, [3] father is a priest of Osiris, [4] is of noble birth, [5] has a bone to pick with Set and his followers, [6] is actually an Avatar of Horus (the Younger).

12. A dastardly follower of Set challenges the party, singling out any followers of Horus, Isis, or Osiris first. He wishes to engage in an unpleasant competition that involves (roll 1d6): [1] semen, [2] boats, 
[3] lettuce, [4] the desert, [5] Upper or Lower Egypt, [6] reroll twice.


Sample 10th Level Paladin of Horus
Align: L
MV: 40’, (fly 70’)
AC: 0
HD: 10 (uses fighter’s attack bonus)
Atk: 1
Dmg: 1d6+3 (Khopesh)
SP: Horus paladin smite ability, paladin rules^, falcon wings, falcon crown, Hapy (divine tests), 50% chance of being confused for a monster by those unfamiliar with Horus’s cult
Spells prepared (Paladins can only know 1st level spells, which they can each cast up to twice per day):
1st level: Command, Cure Light Wounds, Detect Evil, Light, Protection from Evil, Remove Fear (reversible), Animal CompanionD (avian), Detect Snares and PitsD, Divine WeatherD   
SV: C10
Mor: 11
Possessions: +2 Scale mail & shield, +2 Khopesh, Horus crown, 108 gold pieces, list of local nobles, list of those to seek vengeance upon, heavy drink



Next week: priestesses of Isis!

Wednesday, May 23, 2018

Summary of Updates to Volume I

 Apart from converting healing side-effects to magical side-effects (detailed here), I've made a number of other improvements to the Divinities & Cults: Volume I versions.

1. Fixed a bunch of typos and grammatical issues, including dreaded comma usage (or non-usage).

2. Shortened and clarified a number of sections while maintaining the best parts.

3. For rules where casting rolls are mentioned, made it more clear that they are optional (for the Labyrinth Lord version; DCC RPG always has spell checks) by referring to modifiers as ‘spell rolls’ rather than casting rolls. This way, those who don’t wish to use casting rolls can simply add the value to another roll for the spell.

4. Included extra art and improved formatting for the DCC RPG version (Labyrinth Lord already got most of these in previous revisions).

5. Divine Tests that take away spells now (in most cases) don’t let them automatically return the next day. In playtesting earlier this year, this change was found to be more fun since it compels cleric characters to engage in certain activities deemed appropriate by their divinity, rather than just wait until the next day.

6. Revised a few spell lists, especially to bring the Labyrinth Lord and DCC RPG ones closer together (though they’re still different).

7. Making both versions available in print-on-demand. Until now, the Swords & Wizardry version was the only way to get Volume I in print. Now it should be available soon for both Labyrinth Lord & DCC RPG once they have been converted...

In any case, those who’ve already purchased their pdf’s of Volume I should get the updated versions for free on Drivethru RPG and the like when they're available, which should be sometime in the next week or so.

Next week: we return to cleric encounters, with Horus!


Wednesday, May 16, 2018

Cleric Encounters: Bast

9th in the gods and goddesses series for Divinities and Cults: Volume III, we have Bast, Egyptian goddess of cats, protection, and luxury.

Bast Encounters
1d12
1. A sleek, leather-clad woman approaches. It may be later revealed that she is a (roll 1d6): [1] cleric of Bast, [2] priestess of Bast, [3] thief, [4] multiclass cleric-thief of Bast, 
[5] simply a faithful follower of Bast, or 
[6] a Bast Avatar. In any case, she may give a lucky party member a tongue bath.

2. A luxury is found. It is (roll 1d8): 
[1] a sistrum (shaker-rattle), [2] jewels, 
[3] a fine garment, [4] an alabaster jar, 
[5] perfume, [6] a luxurious piece of furniture, [7] ointment, or [8] a fine ornament. To the right buyer, it is worth 1d6 x 100 gold pieces, though the one who finds it must save vs. death to part with it.

3. When the party is next home (or at an Inn or other home away from home), an intruder is found! It will have an HD equal to the highest level in the party, though that can be halved if any faithful of Bast are present.

4. With a mighty roar, a huge lion with a remarkable head comes into view. Roll 1d4: [1] male head w/ headdress, [2] female head w/ headdress, [3] hawk’s head, or [4] ram’s head. It is an Egyptian Sphinx and it doesn’t care for riddles or showing off its bosom!

5. Even if not at an Inn, a random lucky party member has an ‘Inncounter’ (per Volume III). Whether it be a fine guest or a catty drink, it is sure to be memorable and sacred to Bast.

6. Bast has many children and one affects the party now (roll 1d4): [1] Mau: a slain cat is found- should it be avenged? [2] Mafdet: fight a serpent with an HD equal to the lowest party member’s level, 
[3] Nefertem: something sweet can be smelled, or [4] Maahes: the next being the party encounters turns into a catfight at least.

7.  Suddenly, a random party member begins to shudder and choke. It turns out that they are trying to cough up a hairball! He or she must make a Constitution check each round to spit it out or take 1d4 damage. Having someone faithful to Bast around grants a +4 bonus to the check though, since they are used to such things.

8. A great threat to home and comfort is revealed (roll 1d4): [1] stinging vermin, [2] many serpents, 
[3] noisy cultists with fanatic beliefs, or [4] greedy merchants. Whatever the case, Bast will smile upon (and even offer her aid if necessary) to those who put a stop to it.

9. Leaping from a hidden spot, a cat-woman is revealed! Though her claws and bestial features may cause those not familiar with Bast’s faith to see her as a monster, her very nature is very alluring regardless.  Still, she has a base 75% chance of acting only in her own interests each round, so she might be hard to fathom in any case.

10. The party becomes subject to a game of cat-and-mouse. Something seems to be stalking them, only to become elusive when attempts are made to stalk it in return. The prowler turns out to be a cleric of Sekhmet, very similar to Bast, though emphasizing lion qualities and much less domesticity.

11. A festival occurs! Like at Bubastis, men and women enjoy music, river-lounging, much drinking, and even occasional flashing. They converge on a temple of Bast (see Volume III for more on Egyptian Temples). As for the participants, it’s unclear where they come from, but they certainly do come.

12. Bast’s bust! Whether a statuette, the real thing, or an illustration, all male members of the party must save vs. paralysis or have to remain transfixed, staring. Females and those who follow Bast (even if the bust isn’t of hers) are immune, thanks to being used to such things.


Sample 9th Level Priestess of Bast
Align: N
MV: 40’
AC: 5
HD: 9 (hit die and attack as a magic-user^)
Atk: 2
Dmg: 1d3+1 (claw) & 1d4+3 (whip)
SP: Bast turn ability, mysteries, priest rules^, cat eyes, cat body, way of Sekhmet I (divine tests), 50% chance of acting in an impulsive and selfish way each encounter
Spells prepared:
1st level: Cure Light Wounds (x2)^, Detect Magic, Protection from Evil, Sanctuary, Allure*, Charm Person*, Pass without TraceD, Hold Portal*
2nd level: Augury, Bless, Delay Poison, Speak with Animals (felines), Charm Person or MammalD, Knock*
3rd level: Cure Blindness, Locate Object, Remove Curse, Suggestion*
4th Level: Cure Serious Wounds, Neutralize Poison
5th level: Secret Chest*
SV: C9
Mor: 9
Possessions: +2 Leather armor, holy symbol, +2 whip, 199 gold pieces. fine garments, sistrum



Next week: we take a look at some more of the Volume I revisions (for Labyrinth Lord and DCC RPG), which should be available in PDF and print-on-demand soon!

Wednesday, May 9, 2018

Cleric Encounters: Anubis

8th in the gods and goddesses series for Divinities and Cults: Volume III, we have Anubis, Egyptian god of the dead.

Anubis Encounters
1d12
1. A dread and menacing aura can be felt. Is the god of death angry or merely watchful? In fact, there is an equal chance of either being the case.

2. Stories of strange, leaping dog men, rumored to be followers of Anubis, are heard. Investigation will show that they are actually Uridimmu, though the real followers of Anubis will be very interested in quieting such noisy dogs.

3. The party comes across a ceremony amidst a gravesite. It is a cleric of Anubis and his entourage administering final rites. If the party is respectful, then the cleric may lend them some assistance afterwards (a base 50% chance). If not, then the party might need some final rites administered of their own!

4. Suddenly, a black dog or jackal is spotted. If followed, it will either lead the party to (roll 1d4): [1] a grave, [2] a tomb, 
[3] a pyramid, [4] undead (to be slain). In any case, when it comes to serving Anubis, the beast can’t get its fill.

5. A tomb is uncovered! It is guarded by either a (roll 1d4): [1] cleric of Anubis, [2] priest of Anubis, 
[3] monk of Anubis, [4] Avatar of Anubis. He will attempt to stop all non-faithful from entering. Otherwise, Tomb Encounters in Volume III would be a great way to generate the rest of the place.

6. As fate would have it, a random NPC turns out to be partially mummified (but still alive). He or she is a secret servant of Anubis and has been affected by one of his divine tests. Any accusations that the NPC is undead will be met with fierce denials though, and likely biting.

7.  Running across a strange, stuffed animal skin, the party may learn that it is in fact an Imiut Fetish. Sacred to Anubis, the skin also has a base 25% chance of being magical, allowing its user to cast a random 2nd level spell from Anubis’s list, as long as it’s not used to help grave robbers or the undead.

8. The local villagers are terrified of some rampaging crocodile-headed, lion-hippo monster that regurgitates those it swallows as animate dead. Despite any assumptions that it is the delusion of some peasant’s drunken stupor, the beast is actually real- an ammit, in fact- and any faithful of Anubis would like to find out just how it escaped the underworld.

9. A ghost is apparently haunting the area. Those brave enough to face it will find it to actually only be some old, mortal man engaged in a hoax. The local priesthood of Anubis would be very pleased in punishing such an evil-doer, especially one who would make such a mockery of the dead, and also pleased with anyone who unmasks him.

10. The party awakes to darkness. Somehow finding light, it is shown that they have been entombed! They only have 4d4 turns to escape before they run out of air, unless of course, the partially-mummified monk of Anubis ordered to keep them there stops them first.

11. A great terror is lurking the land. The party may find it and see it to be a mummy, but it is no ordinary one, for it is an Egyptian mummy! It likely is only upset (and therefore lurking) over having its tomb defiled, though its real motivations depend on which deity it serves (roll 1d4): [1] Anubis, 
[2] Osiris, [3] Ra, [4] Set.

12. The next character who dies must have his or her heart weighed by Anubis.  If it is light enough (per Referee), then they enter a happy Afterlife. If not, then it is consumed by Ammit! See also Afterlife Encounters and Near Death Experiences in Volume III for additional details.


Sample 8th Level Cleric of Anubis
Align: L
MV: 40’
AC: 6
HD: 8
Atk: 2
Dmg: 1d3 (bite) & 1d8+2 (flail) or 1d6+1 (crook)
SP: Anubis turn ability, mysteries, jackal's head and jackal’s feet (divine tests)
Spells prepared:
1st level: 4+2 Cure Light Wounds, Detect Evil, Remove Fear (reverse), Locate CreatureD, Pass without TraceDHold Portal*
2nd level: 4+2 Find Traps, Resist Fire, Reveal Charm, Silence 15’ Radius, Speak with Animal (canids), Scare*
3rd level: 3+1 Cure Disease, Dispel Magic, Hieroglyph of Warding, Speak with Dead
4th Level: 2 Cure Serious Wounds, Exorcise
SV: C8
Mor: 11
Possessions: +2 Hide armor, holy symbol, +2 flail, 125 gold pieces



Next week: cleric encounters, Bast!