Wednesday, February 13, 2019

Clerics of Columbia, Part II

Even semi-deified spirits of place can test their faithful.

1-4. This land may seem like your land, but it’s actually Columbia’s. Wherever the cleric is when this test takes place will cause a -3d4 penalty to all of her rolls for the next 1d6 hours. Staying away from that type of place will remove the penalty too, knowing that land was made for you and her.

5-9. To better prove her independence, the cleric is compelled to go to one of the place types sacred to Columbia in Part I. Determine which one it is at random. Then, whether it’s a place of Amber Grain or Last Gleaming, roll 1d6 to see what she must do when she gets there, a process typically taking 1d6 hours along with any other rolls as determined by the Referee.
[1] Harvest its bounty.
[2] Guard it for future harvest of its bounty.
[3] Conquer it so it can be guarded for future harvest of its bounty.
[4] Defeat some other tyranny there while singing patriotic songs.
[5] Sew a flag, make too much food, purchase too much, and/or be overly noisy.
[6] Have a meeting with at least 3d4 individuals devoted to liberty for those who deserve it.

10-15. Columbia decides to change her cleric, making her tied to a homeland forever. Determine what type of place it is at random from Part I. From now on, she’ll always experience Columbia’s magical side-effects whenever she goes there or its opposite, even if she doesn’t cast a spell. For example, if Columbia blessed her cleric with Fruited Plain, then she would gain 2 Intelligence for as long as she was on a plain or amongst fruits, but also lose 2 Intelligence if she was on a very uneven surface or sterile area.

What is more, if the cleric happens to cast a spell at that type of place and gets the matching side-effect, then it is tripled for the duration. Of course, the same would proudly go for the opposing place, as well. In any case, at least she’ll know she’s free.

16-17. Columbia cleric: stay away from me! Strangely, not all appreciate the intense striving for liberty and bounty that Columbia champions. As a result, for the next 2d4 hours, all who encounter the cleric and aren’t followers of Columbia have a 50% chance of attacking her on sight, screaming such things as ‘Death to Columbia!’ and other profanities. It may be up to the cleric to preemptively ‘shock and awe’ them before they get the chance.

18+ Bye-bye, Miss Columbia pie... The cleric becomes nostalgic for the good old days when liberty didn’t mean tyrannical licentiousness and using the land didn’t become a gluttonous, free-for-all catastrophe. Consequently, she loses access to all of her powers for 1 day per divine test result over 17. Hopefully, she’ll recover then, otherwise it just might be the day that she’ll perish.


DCC RPG Conversion notes:
Referee= Judge


Next week: clerics of Columbia, Part III!



Wednesday, February 6, 2019

Clerics of Columbia, Part I

Columbia
Lawful Semi-Deified Spirit of Place

Tenets of Columbia
* Give liberty to those deserving
* Take strength from the land
* Acquire great wealth and enjoy its bounty

Clerics of Columbia
Special: Columbia is served by clerics, priests, and witches.
Allowed Weapons: Torch-shaped mace, sword
Allowed Armor: None
Symbol: Stars, Stripes, Her Holding a Torch
Can Turn: Those who are against liberty (if unknown, a base 33% chance)
Mysteries of Columbia: Clerics of Columbia can add 2 to one of their rolls, attributes, saves, or AC bonus for 1 round when acting secretly or when using secret knowledge, up to once per day per level. Since she’s only a semi-deified spirit of place though, Columbia’s mysteries work just 75% of the time.

Magical Side-Effects
Being a semi-deified spirit of place, the magic of Columbia works differently at various locations. Such magical side-effects can be rolled each time her clerics cast a spell or, since she is a Lawful semi-deified symbol of place, they can be determined beforehand each day instead. In the latter case, each spell would have the same side-effect all day long, allowing the cleric to thereby plan ahead.

Roll 1d12. Depending on where the cleric is at the time of casting, it may either grant a positive or negative effect. If neither location applies, then the spell has no side-effect.

1. Spacious Skies: under the open sky, the spell becomes more spacious (+50% to its range or area of effect). In an enclosed space, the spell’s range or area of effect is halved instead.

2. Amber Grain: amongst grain, whether harvested or still in the field, the cleric’s hair turns amber and wavy (+2 Charisma for the next 2d6 rounds). In a dismal place though, she suffers a -2 Charisma penalty.

3. Purple Mountains: in view of mountains, the cleric gains an aura of majesty (+2 Wisdom for the next 2d6 rounds). Within view of a pit (with no mountains in sight), she takes a -2 Wisdom penalty instead.

4. Fruited Plain: on a plain or amongst fruits, the cleric becomes more fruitful herself (+2 Intelligence for the next 2d6 rounds). On a very uneven surface or in a very sterile area though, she takes a -2 Intelligence penalty.

5. Crowned with Brotherhood: surrounded by allies, they gain a +1 to all attack rolls and saves for the next 1d6 rounds. Surrounded by enemies, they get the attack bonus instead.

6. Shining Sea: in view of the ocean or other large body of water, the cleric gains a +1 to all spell rolls for the next 1d3 rounds. In view of desolation though (with no sea in sight), she suffers a -1 penalty to all spell rolls instead.

7. Early Light: in view of the dawn or something else that’s been recently lit, the cleric is able to act before anyone else the following round. If it is dusk, she misses her next turn instead.

8. Last Gleaming: in view of the dusk and/or something else that’s been recently snuffed out, the cleric can emit light for the next 2d6 rounds. If it is dawn though, she emits darkness.

9. Red Glare: in a battle, she can cause fear for the next round (save vs. spell negates). If not, she herself becomes afraid (no save), fleeing the area for the next 1d3 rounds instead.

10. Home of the Brave: in her homeland, the cleric becomes courageous (+2 to all saves for the next 1d6 rounds). In a foreign land though, she suffers a -2 penalty to her saves.

11. Sweet Land: where confectionary or other sweets abound, the cleric also becomes sweet (those who wish to attack her must save vs. spell to be able to do so for the next 1d3 rounds). At a place that is especially sour, all must save to not attack her instead.

12. Freedom Ring: at a place of liberty, all of the spell’s effects double. At a place of tyranny though, the spell has the opposite intended effect.


DCC RPG Conversion notes:
Referee= Judge
Can turn= Unholy creatures
Charisma= Personality
Wisdom= if not using the optional rule in Volume I, then use Luck instead
Save vs. Spell= make a Will save DC 15


Additional notes:
With some modifications, similar rules can be used for other spirits of place like Britannia, Frankia, and Germania. Of course, they would need different names, places, and results for their magical-side-effects. And, being around longer, those spirits of place may be fully deified and thereby not have the 25% chance of failure for their mysteries and other effects.


Next week: clerics of Columbia, Part II!



Wednesday, January 30, 2019

Druids of Johnny Applewheeze, Part III

Spells (Johnny Applewheeze)
Druids of Johnny Applewheeze have access to the following spells. Being only an arch-demon though, they only have a 75% chance of succeeding when they attempt spells of 4th level or higher. This restriction is in addition to any other requirements his druids might have to make such spells work.

Also note that many of his spells affect those with allergies differently than others, manifesting the exact things the targets are allergic to in a most dastardly way. If unsure, humans usually have a base 30% chance of having allergies, while those who have been previously exposed to the effects of Johnny Applewheeze have a 60% chance. Demi-humans, humanoids, and domesticated animals only have a 10% chance of being allergic to the things that Johnny might use for torture.

LABYRINTH LORD
1st Level: Purify Food and Drink (reverse), Sanctuary (from those with allergies), EntangleD, Pass without TraceD, Allergen Hands (as Burning Hands*, but only harms those with allergies, also stunning them for 1d2 rounds), Apple Missile (as Magic Missile*, otherwise as Allergen hands)

2nd Level: Bless (reverse), Delay Poison (reverse), Hold Person (making targets feel like they’re about to sneeze), BarkskinD, Find PlantD, Fire TrapD (damage done is actually from a severe allergic reaction), Warp WoodD, Ray of Enfeeblement* (only works on those with allergies)

3rd Level: Cure Disease (reverse), Speak with Plants (apple trees only), Remove Curse (reverse: bestow an allergy), Plant GrowthD, Tree ShapeD, Suggestion* (to get targets to eat apples!)

4th Level^: Create Food and Water (laced with allergens), PassplantD, Appleball (as Fireball*, but only harms those with allergies, also stunning them for 1d2 rounds)

5th Level^: Apple Tree Stride (as Tree StrideD, but only works on apple trees), Commune with NatureD

6th Level^: Animate Objects (allergens, hives, and mucus only), Fire SeedsD (damage caused is from severe reactions)

^25% (additional) chance of spell failure


DCC RPG
1st Level (d6): Food of the Gods (laced with allergens), Holy Sanctuary (from those with allergies), Paralysis (making targets feel like they’re about to sneeze), Allergen Hands (as Flaming Hands*, but only harms those with allergies, also stunning them for 1 round), Apple Missile (as Magic Missile*, otherwise as Allergen hands), Ropework* (using plant vines)

2nd Level (d3): Wood Wyrding, Charm Person* (to get targets to eat apples!), Ray of Enfeeblement* (only works on those with allergies)

3rd Level (d3): Curse (bestows an allergy), Apple Orchard Walk (as Forest Walk*, but only works with apple trees), Appleball (as Fireball*, but only harms those with allergies, also stunning them for 1d2 rounds)

4th Level^ (d4): Affliction of the Gods (via allergic reaction), Desecrate, Breathe Life* (allergens, hives, and mucus only), Orchardist’s Bond (as Bottomfeeder Bond*, but works with those who enjoy apples- whether they’re allergic to them or not!)

^25% (additional) chance of spell failure



Avatar of Johnny Applewheeze
Align: C
MV: 40’
AC: 5
HD: 10
Atk: 1 scythe
Dmg: 3d6
SP: Applewheeze druid spells/abilities (caster level 9), immune to allergies
Magic Resistance: 10%
SV: F10
Mor: 7

Though Johnny Applewheeze Avatars appear ill-seeming, they are actually quite hale, happily causing itching, burning, and wheezing to occur in others instead. At times, they will be subtle, placing allergens in the meals and under the pillows of the unlucky. And since they can determine what one is allergic to with 75% accuracy (like his druids can), it is often a very unpleasant result. Other times they are more direct, simply smearing the allergens all over their victims’ faces or even hacking them into compost with their scythes in order to plant another apple tree.

DCC RPG stats:
Init: +6; Atk scythe +12 (3d6+3); AC 14; HD 10d10; MV 30’; Act 2d20; SP Johnny Applewheeze druid spells/abilities (+9 spell check), immune to any allergic effects; SV Fort +15, Ref +10, Will +10; AL C



Johnny Applewheeze encounters
Roll 1d6
1. The party happens upon a random allergen (see Part I for the list). Its size fills either (roll 1d3): [1] a large, 1d6 x10’ diameter area, [2] a moderate, 1d12” pile, [3] a tiny amount found in an unlucky party member’s meal or garment. There’s also a 66% chance of a druid of Johnny Applewheeze being nearby, waiting to enjoy the result.

2. Apples aren’t always evil. The party encounters a local group who follows a different apple-associated divinity that is having trouble with Applewheeze druids spreading disease and encroaching upon their portfolio (roll 1d4): [1] Idunn: a Neutral Norse goddess, [2] Eris: a Chaotic Greek goddess, [3] Avalon: a Neutral Celtic spirit of place, [4] Pomona: a Lawful Roman goddess. Will the party assist them?

3. The area opens up to reveal a seemingly bucolic cornucopia of food and comfort. There is a 50% chance of it actually being so, in which case this little Garden of Eden will be watched over by 2d4 Animate Theocratic Vegetables (see Part II for stats). If not, then it is in fact a domain of Johnny Applewheeze and everything there will make visitors burn, itch, and wheeze.

4. A golden apple is stumbled upon. Obviously magical, it will do one of the following up to one time when used, causing (roll 1d4): [1] those it is tossed between to fight for at least 1d3 rounds, [2] someone it is dropped in front of to have to stop and spend 1 round picking it up, [3] those who bite into it to fall asleep, [4] a 1% chance of granting immortality to one who eats it, otherwise causing a fatal appleodema!

5. Strangely, a group of 3d4 people are dunking their heads in a tub of water in order to retrieve apples. There is a 25% chance of each one having a reaction, since one of their number is actually a druid of Johnny Applewheeze! Does the party save them from such madness?

6. Past disturbing carvings of congested and itchy victims, Johnny Applewheeze is paid homage to. Those who dare to venture within will discover 1d3+1 of his druids along with 1d3-1 shamans, 1d2-1 mystics, 1d12 pounds of every type of allergen imaginable, 1d4 captured Animate Theocratic Vegetables, and 2d4 allergy-ridden sacrifices. There’s even a 25% chance of a Johnny Applewheeze Avatar being present. In addition, his followers all have a base 25% chance of experiencing his divine tests #9-14, making them even more formidable, if not apple-red and sickly.


Next week: we explore the semi-deified nature spirit of America: Columbia!
Also, the draft DCC version of Volume III is finished and should be sent out for approval soon...



Wednesday, January 23, 2019

Druids of Johnny Applewheeze, Part II

Divine Tests
Even those who follow Johnny Applewheeze may face their own allergies.

1-3. Mother Nature decides to punish the druid for upsetting the applecart of true, wholesome health. He begins to cough, itch, and wheeze for the next 1d6 turns, being able to do little else.

4-8. Spreading allergic woe certainly makes the druid the apple of Johnny’s burning, red eye. The druid loses access to some of his spells (50% chance for each one) including possibly his turn ability. He must do one of the following in order to be able to use them again. Roll 1d4.
[1] Plant at least 1d3 apple trees or the equivalent quantity of other allergens so that the susceptible might have a bad reaction.
[2] Poison the food or drink of at least 1d3 people so that they develop allergies (if they don’t die first!)
[3] Cause at least 2d6 damage to someone, either by putting a burning tin pot hat on them or shooting an apple off their head and missing on purpose.
[4] Do battle with an Animate Theocratic Vegetable that has 1d4 HD. It will soon arrive (per Referee) to attempt to teach him the true meaning of divine health. See divine test #15-16 for its stats.

9-14. Johnny remolds the druid forevermore into a very bad apple in order to hopefully spoil the whole barrel. Roll 1d4.
[1] Apple-Red Eyes: Becomes immune to illusions or sight-based attacks, but also suffers a -6 penalty to vision-related rolls due to all the ocular burning.
[2] Nasal Drip Cider: Can throw globs of mucus at will that cause those hit to save vs. poison or be stunned for 1 round, but also takes a -6 to rolls that involve speaking because he gurgles often.
[3] Skin Apples: Gains a +3 bonus to all saves, but takes a -3 to rolls that involve concentration (including casting spells, but not necessarily their effects) from the constant itching.
[4] Apple-Stuffed Sinuses: Becomes immune to odor and gas-based attacks, but cannot be stealthy thanks to all the wheezing and mouth breathing.

15-16. 1d4 Animate Theocratic Vegetables show up, singing songs of hypoallergenic morality and well-being. Johnny declares that they must be stopped!
AL: L; Mve: 40’; AC 6; HD 1d6; Attk: 1 musical instrument; Dmg: 1d6 +1 per odd HD; SP: Immune to disease/allergies; touch cures disease/allergies; irritating songs cause non-lawful individuals to save vs. spell or be stunned for 1d2 rounds, 3/day; Sve: F2 + HD, Mor: 12
           
17+ Surprisingly, Johnny once wanted to help others, wandering and planting apple trees for the benefits they bestow (rather than just to cause folk allergic reactions) before he became so frustrated that he eventually turned into an arch-demon. His druid now experiences this earlier state- as a punishment- causing natural nourishment and health to occur to all who are within 120’ of him. This situation lasts for 1 day per divine test result over 16, suppressing the druid’s powers, even if he would much rather be spreading appleodema in the Garden of Eden.


DCC RPG Conversion notes:
Turn ability= turn unholy ability
Referee= Judge
Save vs. poison= make a Fortitude save DC 15
Save vs. spell= make a Will save DC 15

Stats for Animate Theocratic Vegetable  in results #15-16: Init: +3; Atk musical instrument +1 per HD (1d6 +1 per odd HD); AC 13; HD 1d10– 6d10; MV 30’; Act 1d20; SP Immune to disease/allergies; touch cures disease/allergies; irritating songs cause non-lawful individuals to make a Will save DC 15 or be stunned for 1d2 rounds, 3/day; SV Fort +1d6, Ref +2d8, Will +4d4


Next week: druids of Johnny Applewheeze, Part III!


Wednesday, January 16, 2019

Druids of Johnny Applewheeze, Part I

Johnny Applewheeze
Chaotic Arch-Demon of Allergies of All Kinds
  
Cult Edicts of Johnny Applewheeze
* Cause great suffering via otherwise harmless things
* Spread such things everywhere, especially apples!

Druids of Johnny Applewheeze
Special: Johnny Applewheeze is served by evil druids, as well as shamans and mystics. See Volume II for rules on the latter two classes.
Allowed Weapons: Dagger, dart, apple sling, sickle, scythe
Allowed Armor: Leather overalls with tin pot hat or lighter
Symbol: Apple-Red Swollen Eyes, Skin, Nostrils
Mysteries of Johnny Applewheeze: Druids of Johnny Applewheeze have a 75% chance of knowing what a person is allergic to, so as to better harm them. They may attempt to do so at will, but there is always a chance of failure because Applewheeze is an arch-demon rather than a full demon lord.

Magical Side-Effects
Having folks suffer from otherwise harmless things is certainly demonic! Roll 1d12.

1. Appleodema: Johnny calls for a random someone within 15’ to be slain via a serious allergic reaction. Unless they save vs. poison, they will immediately experience a swollen, apple-red death. If no one else is around, it is the druid who is chosen.

2. How Do You Like Them Apples? The druid must use at least a handful of an allergen from the list below for the spell to work, throwing it in the target’s face, hopefully causing a terrible reaction to boot!

3. And Now I Plant My Seed in You: Along with any other spell effects, the target must save vs. poison or gain a random allergy as Johnny’s foul seed tries to find fertile ground within them.

4. Cornucopia of Pain: The immediate, 1d6 x 5’ area becomes full of 1d3 types of allergen. For those who are allergic, much itching, sneezing, and wheezing will abound until they leave.

5-8. No Side-Effect: The spell works normally this time, though Johnny looks forward to planting future side-effects.

9. Poison is in Everything: The druid finds that out too, gaining a 50% bonus to the spell’s effect, range, or duration, but also suffering a -1d4 to all rolls for the next 1d4 rounds afterwards, hoping for the remedy.

10. Apple Atopy: If he has ever touched his target with an apple, then the druid can increase the spell’s effect, range, or duration by 50%. Of course, the target must also save vs. poison or have an immediate reaction, even if he or she isn’t normally prone to one.

11. Keep The Doctors Away!  As long as there are no actual healers within 60’, the magic’s effect, range, or duration is doubled. It’s good that the druid keeps an apple on hand daily to make sure doctors aren’t.

12. Poison Appleseeds: To better keep humans in check- via great suffering- the spell happens for double its normal effect, range, or duration, as well as it not being expended that day. In addition, if it would cause harm to a target with any sort of allergy, then they must save vs. poison or immediately die of appleodema.


Generating Allergies
For most humans, roll 1d10 -7 times on the list below to determine how many they have (if any) and then roll for what they are. Results of zero or less indicate that the individual is currently allergy-free.
For humans that have been repeatedly exposed to the magic of Johnny Applewheeze though, roll 1d10 -4 times.
For demi-humans, humanoids, and domesticated animals, roll only 1d10 -9 times, since they aren’t particularly hated by Johnny. All others are generally free of allergies, at least when it comes to the ones on the following list.

Allergens (d16): [1] eggs, [2] mold, [3] cow’s milk, [4] flowers, [5] nuts, [6] dust, [7] pets, [8] healing potions, [9] hay, [10] crustaceans (‘crabapples’), [11] bread, [12] bees, [13] presence of ex-lovers, [14] ongoing magical effects, [15] rain, [16] apples! (x2 reaction)
Reaction: -1d12 to all rolls for 1d6 (then roll 1d20): [1-10] rounds, [11-15] minutes, [16-19] hours, [20] days. Note that rolling the same number on the d12 and d20 indicates a severe reaction (appleodema) in which case the individual must immediately save vs. poison or die. No matter the type of reaction, the symptoms can be negated with disease-curing magic, but the allergy itself is certainly a curse.


DCC RPG Conversion notes:
Save vs. poison= make a Fortitude save DC 15
Spell not expended that day= spell gains a +2 to its spell check


Next week: druids of Johnny Applewheeze, Part II!






Wednesday, January 9, 2019

Clerics of Paul Bunyan, Part III

Cleric Spells (Paul Bunyan)
Clerics of Paul Bunyan have access to the following spells. Since he is only a demigod though, his clerics have a 25% chance of failure each time they try to cast spells of 4th level or higher. This penalty is in addition to any other requirements his clerics might have to make such spells work, no matter how many trees they cut.

LABYRINTH LORD
1st Level: Create Water (as blue snow), Cure Light Wounds, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (if out on the frontier), Animal CompanionD, Detect Snare and PitsD, Divine WeatherD, Pass without TraceD, Enlarge*, Jump*, Ventriloquism*

2nd Level: Bless, Delay Poison, find Traps, Hold Person, Spiritual Weapon (held by a phantom lumberjack), BarkskinD, StumbleD, Strength* (recipient becomes very hungry afterward)

3rd Level: Animal Growth, Cure Blindness, Cure Disease, Dispel Magic, Locate Object, Remove Curse, Striking (on allowed weapons), Plant GrowthD, SnareD, Frontiersman’s Cabin (as Tiny Hut*)

4th Level^: Create Food and Water (lumberjack fare), Cure Serious Wounds, Detect Lie, Divination, Lower Water, Neutralize Poison, Protection from Evil 10’ Radius, Hallucinatory TerrainD, Temperature ControlD (to make things colder)
  
5th Level^: Commune, Cure Critical Wounds, Dispel Evil, Flame Strike (appears as Paul’s axe coming down from the sky), Plane Shift (only works when cast out on the frontier), Distort Distance* (no earth elemental required), Teleport* (as Plane Shift)

6th Level^: Animate Objects, Earthquake (thanks to the movements of a giant, blue ox), Find the Path, Heal, Part Water, Speak with Creatures, Stone Tell, Ice Storm* (looks blue)

^25% (additional) chance of spell failure

DCC RPG
1st Level (d9): Blessing, Food of the Gods (lumberjack fare), Holy Sanctuary (if out on the frontier), Paralysis, Protection from Evil, Resist Cold (but not heat), Animal Summoning*, Enlarge*, Ventriloquism*

2nd Level (d6): Cure Paralysis, Divine Symbol, Neutralize Poison or Disease, Restore Vitality, Locate Object*, Strength* (recipient becomes very hungry afterward)

3rd Level (d5): Bolt from the Blue (appears as Paul’s axe coming down from the sky), Remove Curse, Spiritual Weapon (held by a phantom lumberjack), Dispel Magic*, Paul’s Axe (as Blade of Atropos*, but it requires an axe and has a bonus against fearsome critters instead)

4th Level^ (d4): Cause Earthquake (thanks to the movements of a giant, blue ox), Breathe Life*, Frontiersman’s Bond (as Bottomfeeder Bond*, but works with those who dwell on the great frontier), Planar Step* (only works when cast out on the frontier)

^25% (additional) chance of spell failure


Avatar of Paul Bunyan
Align: N
MV: 50’
AC: 3
HD: 14
Atk: 1 axe
Dmg: 7d6
SP: Paul Bunyan cleric spells/abilities (caster level 9), immune to any harmful cold effects), 50% chance of having a giant, blue ox companion (stats below)
Magic Resistance: 10%
SV: F15
Mor: 11

Ever happy, rigorous, and hungry, Paul Bunyan Avatars are quick to aid the faithful or anyone else caught up in a tricky situation. Found almost exclusively on the great frontier, they are otherwise quite prosaic, simply clear-cutting vast swathes of wilderness while happily singing a song, only to dine on enormous flapjacks and other oversized lumberjack cuisine afterwards. Wilderness types might appreciate their ruggedness, but may not be too fond of such destruction. On the other hand, those who favor civilization would likely appreciate it. For their part, if questioned, Paul Bunyan Avatars will simply ask if it’s chow time yet.

Giant, blue ox companion: Mve: 60’; AC 4; HD 5; Attk: 1 trample; Dmg: 2d6; Sve: F5, Mor: 6 (12 when around the cleric)

DCC RPG stats:
Init: +2; Atk axe +19 (7d6+6); AC 16; HD 15d10; MV 40’; Act 2d20; SP Paul Bunyan cleric spells/abilities (caster level 12), immune to any harmful cold effects), 50% chance of having a giant, blue ox companion; SV Fort +20, Ref +5, Will +12; AL N

Giant, blue ox companion: Init: +1; Atk trample +7 (2d6+5); AC 15; HD 5d10; MV 50’; Act 1d20; SV Fort +10, Ref +2, Will +5



Paul Bunyan encounters
For divine test results 18+ or whenever the tall tales of Paul are needed. Roll 1d12:
1. As it gets very chilly out, all in the immediate area must make a Constitution check / Fortitude save DC 15 or begin to freeze to death.
2. 1d4 fearsome critters attack the party, see divine test results #16-17 for stats!
3. Strange weather occurs with blue snow falling, words freezing on the air, or even torchlight turning to ice. Those who witness it must save vs. spell / make a Will save DC 15 or be too fascinated to leave for the next 1d6 turns.
4. 4d4 very happy lumberjacks are found, humming, whistling, and/or outright singing. They have a base 80% chance of being over 6’ tall, a 40% chance of having a Paul Bunyan cleric amongst them, and a 20% chance of wearing women’s clothes.
5. Scintillating lights appear. It is a portal that leads to the Big Rock Candy Mountains, a fey realm land of plenty- see Volume II to generate details and it would be much appreciated by Paul Bunyan and his faithful.
6. A giant, blue ox arrives and guesses that the one in the party with the highest strength score is its master. It will follow them around for the next 4d6 turns, destroying most structures they enter and causing a general ruckus, unless somehow given the slip.
7. Would you believe it, but an enormous, 1d30 x 10’ diameter flapjack is found! There is a 50% chance of it still being in its enormous frying pan, as well as a 10% chance each hour of a Paul Bunyan Avatar coming to claim it.
8. 1d4 miles of trees in a random direction get chopped down. Witnesses report that a large fella done it. 
9. Strangely, the path, road, or route the party is on becomes straight. It’s almost like some gigantic ox pulled it hard enough to make it that way.
10. The next dead beast the party encounters, by their hand or elsewise, immediately comes back as a fearsome critter (see divine test results #16-17 for stats). It may now be chow time!
11. If a tree fell on you in the forest, would you make a sound? An unlucky party member will find out, taking 1d30 damage.
12. Enraged nature types arrive, upset over these changes to the natural order. They total 2d4 rangers, druids, squirrels, and/or other tree-huggers and are out to put a stop to all the clear-cutting, gluttony, and strange weather that has occurred. As such, they will take a very dim view of any Paul Bunyan clerics they meet.


Next week: druids of the demon lord Johnny Applewheeze!


Wednesday, January 2, 2019

Clerics of Paul Bunyan, Part II

Divine Tests
The great frontier can be a dangerous place, but only if you lose faith in Paul Bunyan.

1-4. The cleric gets turned around and loses his way. He’ll need to make a Wisdom check or he and his companions will become lost for the next 3d6 turns, even if it’s in his own log cabin.

5-9. Reckon it’s time for a challenge!  The cleric loses access to some of his spells (50% chance for each one) including possibly his turn ability. He must do one of the following to get each one back. Roll 1d4.
[1] Chop down at least 6d10’ of trees (height-wise), likely earning the ire of forest-lovers, squirrels, and those with cottages nearby (a base 80% chance for each).
[2] Consume at least 5d10 pounds of food (half if it’s lumberjack fare) and then save vs. poison or suffer severe gastrointestinal discomfort, being unable to act for the next 1d6 hours.
[3] Fight off a 1d4 HD fearsome critter. Luckily, Paul will send one the cleric’s way in time for supper (or whenever the Referee determines), unless there’s already one around. See divine test #16-17 for stats.
[4] Enough for a Tall Tale... The cleric must see something of great size, number, or intensity. What that is depends on his experience, but he can never use the same thing twice to satisfy this result.

10-15. Now Paul brings out the cleric’s bigger woodsman in him, or something like that. Roll 1d4.
[1] Brawny-Man: The cleric has been eating well! He gains 2’ in height and commensurate mass, adding 1 to his Strength and chances of being admired. Still, his brain shrinks a bit to make up for it, causing him to lose 1 Intelligence as well.
[2] Special Friend... A giant, blue ox shows up to assist the cleric, following him unto death (whether its own or his). And though it is a mighty fighter, this massive beast won’t realize its size as it tries to follow him down narrow paths, damages nearby structures, and the like. Stats follow, though the cleric would be wise to keep his ‘babe’ on a very sturdy leash unless absolutely needed:
Mve: 60’; AC 4; HD 5; Attk: 1 trample; Dmg: 2d6; Sve: F5, Mor: 6 (12 when around the cleric)
[3] More is Better! Whether cutting timber, chowing down on food, or casting spells in Bunyan’s name, the cleric has trouble holding back. From now, whenever an opportunity presents itself for the cleric to do one of those three things, he must save vs. spell or must do so 1d3 additional times that day. Even more, the save becomes 2 harder every time he experiences this test result.
[4] The Little Lumberjack Inside You: Like in magical side-effect #10, the cleric now has the urge to sing loudly and/or act very unmanly whenever no one else appears to be around. In fact, that might not even stop him- the cleric must save vs. death or must do so for at least 1 turn every day even when others are watching. What is more, as in divine test #3 above, for every time he experiences this divine test result, the save becomes 2 harder!

16-17. Fearsome critters roam the wilds and 1d4 of them show up in 2d3 rounds, double if out on the open frontier. Time to make a man out of you, cleric!
            Mve: 50’; AC 5; HD 1d6; Attk: 1; Dmg: 1d6 +1 per HD; SP: (see below); Sve: F1 + HD, Mor: 10
            Special (roll 2d12):
            [1] spiked hide causes 1d2 damage to those who grab it
            [2] breath weapon causes 2d6 damage to all in a 15’ cone, 3/day
            [3] +1 damage due to particularly nasty attack,
            [4] makes bizarre noises
            [5] can fly at a rate of 50’
            [6] can turn invisible, 3/day
            [7] can only move in circles
            [8] always looks like its smiling
            [9] +20’ speed
            [10] +4 AC bonus
            [11] successful attack knocks foes back 1d4 x 5’
            [12] per Referee

18+ Get a load of the weather we’ve been having! The temperature drops real cold, affecting a 1 mile radius per divine test result over 17. All in the area will likely have to stick to felling timber and lumberjack fare in order to keep warm, experiencing a Paul Bunyan encounter (see Part III) each hour while there. It lasts for the next 1d6 days and most fans of the natural order of things won’t be too happy about it.


DCC RPG Conversion notes:
Wisdom= if not using the optional rule in Volume I, have the cleric make a Luck check DC 15 instead
Turn ability= Turn unholy ability
Save vs. poison= make a Fortitude save DC 15
Save vs. spell= make a Will save DC 15
Save vs. death= make a Will save DC 10
Referee= Judge

Stats for Giant Blue Ox in results #10-15 [2]: Init: +1; Atk trample +7 (2d6+5); AC 15; HD 5d10; MV 50’; Act 1d20; SV Fort +10, Ref +2, Will +5

Stats for Fearsome Critters in results #16-17: Init: +4; Atk bite or claw +1 per HD (1d6 +1 per HD); AC 14; HD 1d10 – 6d10; MV 40’; Act 2d20; SV Fort +2d6, Ref +2d10, Will +1d4


Next week: clerics of Paul Bunyan, Part III!