Saturday, April 21, 2018

Divinities and Cults: Volume III (Labyrinth Lord) Now Available!

NOW IT'S TIME TO GO REALLY OLD SCHOOL!

Have you unleashed the mighty power of Divinities and Cults in your game yet? 

Divinities and Cults: Volume III covers the gods and goddesses of both the Mesopotamian and Egyptian Pantheons, as well as a number of Evil Cults. Like Volumes I & II, this work provides detailed tenets, special cleric considerations, magical side-effects, numerous divine tests, and custom spell lists for all 19 of them. What is more, optional rules and random tables abound, organized by divinity of course. This excellent book is compatible with the various Old School Editions and their 'Retro-clones', especially Labyrinth Lord™! 
  • Detailed rules for playing clerics of 7 Mesopotamian and 7 Egyptian gods and goddesses, including Enki, Enlil, Ereshkigal, Ishtar, Marduk, Nanna, Utu, Anubis, Bast, Horus, Isis, Osiris, Ra, and Thoth
  • Full rules for also playing clerics of 5 Evil Cults, including Apep, Dagon, Nergal, Set, and Tiamat
  • 20 pieces of unique artwork by Luigi Castellani (note: some goddesses are depicted partially nude)
  • 7 random encounter tables, including afterlife, apsu, desert, inn, pyramid, tomb, and ziggurat
  • 20 new monsters
  • Other optional rules & sidebar sections
  • And much more!
 Get your copy now!

Wednesday, April 18, 2018

Cleric Encounters: Nanna (Mesopotamian Zodiac)

Our 6th installment on gods and goddesses from Divinities and Cults: Volume III, we have Nanna, Mesopotamian god of the moon & wisdom. Fittingly enough, his encounters are organized by the Mesopotamian Zodiac.

And additional wisdom is coming very soon. The Labyrinth Lord version of Volume III will be ready for sale in the next few days! Stay tuned for the announcement here first on www.divinitiesandcults.com.

Nanna Encounters
1d12
1. Gugalanna, the heavenly bull sends a bull lammasu in the service of Nanna to question the party. Those respectful of wisdom and law will be given aide. Those who aren’t will be trampled with righteous severity for 2d8 damage.  (Taurus)

2.  Mastabba, the zodiac twins have sent two thieves to mirthfully watch a priest of Nanna who has been blessed with a beard of lapis lazuli. The party notices this: do they intervene to stop the theft or do they help the thieves for a cut of the beard?  (Gemini)

3.  Allul, the celestial crayfish fills the immediate area with silvered waters, mimicking moonlight. Those within will either take a +1d3 bonus or -1d3 penalty each round for the next 1d6 rounds, due to the dancing light and shadows. (Cancer)

4. Urgula, the great lion summons forth a member of royalty who is single and ready to mingle. He or she is soon abducted by 2d4 dark lion folk (Ugallu) though and will require rescuing if the party is so inclined. In any case, they should wisely consider their options.   (Leo)

5.  Absin, virgin daughter of Nanna provides knowledge to the wisest party member in the form of a dream.  As long as he or she then tells only the truth the next day, they will receive a/an (roll 1d4): 
[1] one-word answer to any question they pose, [2] +1 bonus to hit, [3] AC improvement of 1, or [4] +1 bonus to all spell rolls; that is, if being so honest doesn’t get them slain first.  (Virgo)

6. Zibanna, the heavenly scales tip and the world changes for the party. This could be something as simple as a word assuming a different meaning or as major as the ground turning to green (lunar) cheese. Little do they know, they’ve slipped into a Lunar Realm, suffering a -1 to all rolls (at least), due to the disharmony. Though they will return to their home realm within 24 hours, trying to explain what has happened to others will only get them labelled ‘lunatics’.  (Libra)

7.  Girtab, the zodiac scorpion reveals a dark, but enticing opening. Within might be great treasures, but also poisonous perils, not to mention scorpion folk (Girtablilu), and even a potent scorpion woman-witch who likes to play games with the hearts of men- a base 50% chance of encountering each! It’s probably wise to avoid the place altogether...  (Scorpio)

8. Pabilsag, the great overseer illuminates an outrage: someone has slain unarmed priests in a nearby Mesopotamian temple! Yes, it may have been priests of the sun god Utu, but even the faithful of Nanna should investigate. Doing so reveals the murderers to be [1] followers of Tiamat! [2] followers of Nergal! [3] a treacherous anzu! [4] rampaging Greeks whose leader can only be slain by stabbing his heel!  (Sagittarius)

9. Suhurmash, the celestial goat brings forth a stubborn conundrum and thereby begs the question of just when did goats (and earth signs for that matter) have anything to do with fish? Perhaps the party has passed into a Lunar Realm where Sahurmash is some sort of goat-fish? In any case, they will be befuddled, taking a -1 to all intellectual and spiritual rolls (including spellcasting) until they confer with a follower of Nanna in order to set things straight.  (Capricorn)

10. Gula, the wave lord floods a random, lucky party member with +2 Wisdom for the next 3 turns, but also with the Nanna-like test of having to take 1d6 extra rounds to explain anything. Let’s hope they put it to good use and also that others will have the patience to listen. (Aquarius)

11. Simmah, the heavenly swallower one allows a great intonation of tone to issue forth. Investigation reveals that it is caused by (roll 1d4): [1] 1d4 clerics of Nanna praying, [2] 1d3 monks of Nanna chanting, [3] 1d2 mystics of Nanna wondering where the sound is coming from too, [4] an anzu’s mating call (roll for initiative)!  (Pisces)

12. Luhugga, the field worker ram reveals in all his fiery glory that, after all this time, someone the party knows actually is an Avatar of Nanna. Even if the individual appeared to be a fool, it was only them testing the wisdom of others! In any case, the Avatar turns out to be [1] a random NPC in the party (including former ones if they’re all presumed dead), [2] the last person a random party member spoke to, [3] the last creature the party encountered, [4] a random one of the party members!  (Aries)


Sample 6th Level Cleric of Nanna
Align: L
MV: 40’
AC: 8
HD: 6
Atk: 1
Dmg: 1d6+1 (staff) or 1d4 (club)
SP: Nanna turn ability, mysteries, must answer honestly (from divine test)
Spells prepared:
1st level: Cure Light Wounds, Detect Magic, Comprehend Languages*, Floating Disc*
2nd level: Augury, Hold Person, Holy Chant, Silence 15’ Radius, Levitate*
3rd level: Cure Blindness, Prayer, Clairaudience
SV: C6
Mor: 9
Possessions: +1 Bracers of armor, holy symbol, +1 staff, club, potion of healing, scrolls bearing wise writings, 125 gold pieces




Next week- Cleric Encounters: Utu!

Wednesday, April 11, 2018

Cleric Encounters: Marduk

5th in the series on gods and goddesses from the upcoming Divinities and Cults: Volume III, we have Marduk, Mesopotamian god of usurpation, empire, storms, & growth. Writing and unique interior art for Volume III is done, just waiting for the cover to be completed. Until then, here are a number of events related to Marduk.

Marduk Encounters
1d12
1. A green being with bird wings, bull legs, and an extra mouth, pair of eyes, and ears approaches the party about fighting a monster. He is actually a priest of Marduk, but unless the party members are familiar with his cult, there’s a 100% chance they’ll assume that he is the monster to fight.

2.  A man, cursed by the Gods, is discovered. Helping him will incur a random divine test unless the party prays for Marduk’s intervention. Doing so might lead to further problems with one’s deity though (unless it’s already Marduk) or if Marduk actually was the one who had cursed the man in the first place (a base 25% chance)!

3.  A random cleric, either in the party or one they know of, is attacked and dishonored. Investigation reveals that a follower of Marduk did it. How does the party respond? Would they like to dishonor the cleric too?

4. A 1d3 x 10’ area has been terraced via supernatural means. Non-Mesopotamians don’t do well there, taking a -2 to all rolls. There’s also a base 50% chance of the cleric of Marduk who caused it still being around.

5.  A vicious beast leaps out to attack. It has 1d4 of the following features: [1] long neck, [2] gore attack for 2d8 damage, [3] claws attack for 1d6 damage, [4] bite attack for 1d6 damage. It also has a 50% chance of being poisonous and a 100% chance of being able to see invisible foes. It is a sirrush!

6. An individual is being pilloried outside a temple of Marduk. The reason is (roll 1d4): [1] he violated the Code of Hammurabi, [2] he followed another god or goddess, [3] he associated with monsters, 
[4] he violated a sacred garden. There’s also a 50% chance of 1d4 monks of Marduk monitoring his punishment each hour in order to make sure it’s severe enough.

7.  The party runs into another adventuring group who is hauling a life-sized idol of a Mesopotamian god around with them. It is of course a Marduk idol. They treat it like a member of the party and it even has a 50% chance of being animate. In any case, if the party has clerics of other gods or goddesses amongst them, then the other group has a 75% chance of being hostile, 100% chance if any follow Enlil or Tiamat.

8. 3d100 Greek warriors guard a mountain pass. They turn out to be Spartans who barely wear any torso protection (or garments), though they’re quite good at defense. They are currently holding off a wave of 1d20 x 100 Mesopotamian warriors, and will slay any followers of Marduk on sight.

9. The cursed children of Tiamat roam the land! Roll to see what they are, though a paladin of Marduk will likely (a 75% chance)  be available to assist in the slaughter (roll 1d6): [1] 1 Musmahhu (7-headed hydra), [2] 1d3 Kusarikku (bull men), [3] 2d3 Ugallu (lion men), [4] 3d3 Uridimmu (dog men), [5] 5d3 Girtablilu (scorpion men), [6] 4d3 Kulullu (fish men).

10. A great tower rises in the distance. Exploration shows that it is sacred to Marduk and use of the Tongues spell is encouraged there. Followers of Enlil wish to destroy it and all its ‘babbling’.

11. A random, lucky party member is visited by a disguised Avatar of Marduk. He or she is shown how to defy Enlil’s domination of the sky with his or her own 2nd wind. In any case, the party member is repeatedly reminded that they’re only human! At the end of the encounter, they are given a small, metal musical object that works via the breath and the Avatar vanishes.

12. Stunning, hanging gardens can be seen ahead. Those who explore might find a/an (roll 1d12): 
[1] amazing plant, [2] apkallu interloper, [3] Avatar of Marduk, [4] cleric of Marduk, [5] concubine of Marduk, [6] incredible water, [7] Mesopotamian warrior, [8] monk of Marduk, [9] paladin of Marduk, 
[10] priest of Marduk, [11] sirrush (see also #5 above), [12] windstorm. Otherwise, see Ziggurat Encounters in the upcoming Divinities and Cults: Volume III (coming soon!)


Sample 5th Level Cleric of Marduk
Align: L
MV: 40’
AC: 3
HD: 5
Atk: 1
Dmg: 1d6+2 (scepter) or 1d6+1 (short bow) or net
SP: Marduk turn ability, mysteries, Bull legs divine test
Spells prepared:
1st level: Create Water, Cure Light Wounds, Detect Evil, 
Divine WeatherD, Burning Hands*
2nd level: Bless, Delay Poison, Hold Person, Spiritual Weapon
3rd level: Dispel Magic, Gust of Wind*
SV: C5
Mor: 10
Possessions: +2 Scale mail, holy symbol, +1 scepter (treat as mace), +1 bow, pet young sirrush (1 HD), 75 gold pieces


Next week- Cleric Encounters: Nanna!


Wednesday, April 4, 2018

Cleric Encounters: Ishtar

Coming on the heels of Easter, we present 4th in the series on gods and goddesses from the upcoming Divinities and Cults: Volume III: Ishtar, Mesopotamian goddess of love, war, & magic. Not only does her listing in the book contain bonus rules for determining Victory in Love & War, but also various options for Mesopotamian Magic. Until then, here are a number of memorable happenings within her purview.

Ishtar Encounters
1d12
1. A random, lucky woman in the party is granted a +3 bonus to all rolls to hit by Ishtar for the next week, but only if she acts as qadishtu (sacred prostitute) at least once before the next dawn.

2. A gate has been found smashed open. Investigation will reveal that it was broken by an enraged (roll 1d4): [1] cleric of Ishtar, [2] lammasu, [3] gallu demon, [4] sirrush

3.  It is rumored that a local leader is being controlled by a priestess of Ishtar. If investigated, it’s found that there’s a base 50% chance of it being true and also a base 50% chance of him liking it.

4. The party discovers a strange, knotted hook. The item grants a +3 to all saves vs. magic but only to those who follow Ishtar’s tenets. Otherwise, it has the opposite effect.

5.  1d3 lions leap out suddenly. They will attack followers of Ishtar or similar divinities last, unless said followers escape before the lions are finished feeding.

6. Two individuals are dueling. The reason turns out to be (roll 1d4): [1] one insulted the other, [2] one boasted that they were better at fighting than the other, [3] the winner gains the favor of a lover, [4] the duelists are lovers.

7. While being interrogated, a woman keeps uncrossing her legs, revealing her lack of undergarments (as well as her forbidden zone). Any who attempt to stop the interrogation (or her risqué movements) will then experience one of Ishtar’s divine tests!

8. The next woman a party member lies with turns out to actually be: [1] a priestess of Ishtar, [2] a qadishtu, [3] a red devil woman, [4] an Avatar of Ishtar. In any case, she has a 66% chance of being at least mildly dangerous and a 100% chance of causing a mild heart attack.

9. A beautiful woman wants to duel a lucky party member. If victorious in the battle, she’ll then see if he’ll also be victorious in the bedchamber. If not, then she’ll see that he receives eternal rest.

10. The party stumbles upon an enkidu chastising a cleric of Ishtar. Do they intervene or not? How about when the cleric begins to stab him to death?

11. The last foe or foes that the party defeated returns as zombies, escaped from the Underworld thanks to Ishtar’s wrath, in the name of waging more war. Hopefully, they aren’t seeking love too.

12. Tidings foretell that a great, falling star will be impacting soon, obliterating all within a 1d6 quarter mile area. It will land within 1d20 hours and woe unto any who remain.



Sample 4th Level Cleric of Ishtar
Align: N
MV: 40’
AC: 4
HD: 4
Atk: 1
Dmg: 1d6+1 (rod) or 1d8 (sword)
SP: Ishtar turn ability, mysteries, Qadishtu divine test
Spells prepared: Command, Cure Light Wounds, Detect Magic, Charm Person*, Star Missile*
Bless (reverse), Hold Person, Knock*, Mirror Image*
SV: C4
Mor: 10
Possessions: +1 Scale mail, holy symbol, +1 rod (treat as mace), sword, romantic oils, 1 slave, 47 gold pieces


Next week- Cleric Encounters: Marduk!



Wednesday, March 28, 2018

Cleric Encounters: Ereshkigal

3rd in the series on ways to incorporate the followers of various gods and goddesses from the upcoming Divinities and Cults: Volume III into your campaign, we have Ereshkigal: Mesopotamian goddess of the great earth, life, & death.

Ereshkigal Encounters

1d12
1. The party hears word of a new queen in the land. She invariably has a dark personality and is also (roll 1d6): [1] a widower, [2] a stepmother, [3] rumored to be a witch, [4] quite rubenesque, [5] an Avatar of Ereshkigal, [6] reroll twice

2. A random member of the party feels the need to begin shedding his or her garments as Ishtar did when visiting Ereshkigal. The effect lasts for 10 rounds and he or she must save vs. spell each round or strip off a garment. At the end, there is a 10% chance of a priestess of Ereshkigal arriving per item removed.

3.  Suddenly, 1d6 undead emerge with equal HD to the party members. They attack and the party will earn the goodwill of the next follower of Ereshkigal they meet; that is, if they stand, fight, and survive.

4. A woman is crying at a grave. She then (roll 1d4): [1] continues to cry, [2] points to a random male in the party who must save vs. death or die, [3] wishes to enjoy some pleasures, [4] all of the above. There’s a 33% chance of her being a ghost. Otherwise, she’s just some deadly chick blessed by Ereshkigal.

5. The skies grow especially cloudy and grim, making all those who don’t follow Ereshkigal or another underworld deity suffer a -2 to all rolls until they see some clarity.

6. A random lucky party member stumbles across some remains. They are (roll 1d6): [1] unknown human, [2] known human, [3-4] animal, [5] monstrous, [6] indeterminate. And he or she finds them by (roll 1d6): [1] spotting them, [2] smelling something, [3] noticing carrion-eaters, [4] stepping on them, 
[5] falling onto them, [6] finding them in a pouch or container.

7. Two people are wrestling in the mud in an effort to bring them closer to the great earth goddess. They, and anyone who stays to watch, have an equal chance of either gaining a new beginning or an ending (per Referee). The wrestlers also have a 75% chance of being hot women and a 50% chance of being witches of Ereshkigal.

8. Plague has befallen the land. All who are infected suffer from near death experiences, whether they survive or not- by making two successful CON checks in a row. Those who lie with the local priestess of Ereshkigal are immune.

9. The party stumbles upon a striking image of Ereshkigal. Taking offense, her (former) husband Gugalanna crushes any who find it attractive for 3d6 damage.

10. A strange chalice is uncovered. It is actually sacred to Ereshkigal. Those who drink from it can use her Mysteries once that day, but woe onto those who defy any of her tenets while doing so.

11. The party member with the highest Wisdom score has a vivid dream of earthy Ereshkigal. Though he or she gains the ability to cast one of her first level spells at will the following day, the dreamer also triggers one of Ereshkigal’s divine tests.

12. 2d3 strange, intersex demons blink into existence, intent on dragging the party to Irkalla (the Mesopotamian Underworld). They are gallu and the party better hope they have some lamb available!


Sample 3rd Level Cleric of Ereshkigal
Align: N
MV: 40’
AC: 8
HD: 3
Atk: 1
Dmg: 1d6 (mace) or 1d4 (dagger)
SP: Ereshkigal turn ability, mysteries
Spells prepared: Cure Light Wounds, Light (reverse), Shield*, Sleep*
Augury, Levitate*, Invisibility*
SV: C3
Mor: 9
Possessions:  Robes, holy symbol, mace, dagger, chalice, book of depressing poetry, 31 gold pieces


Next week- Cleric Encounters: Ishtar!

Wednesday, March 21, 2018

Cleric Encounters: Enlil

We continue our series on ways to incorporate the followers of various gods and goddesses from the upcoming Divinities and Cults: Volume III into your campaign.  Here is Enlil, Mesopotamian god of air, storms, & rulership.

Enlil Encounters
1d12
1. The party finds a statue of a kingly-looking god. If they care for it, then they will earn Enlil’s favor. If not, then they will earn his wrath!

2.  A group of men are chopping down trees, led by a cleric of Enlil. He will either (roll 1d4): [1] insist the party helps with the chopping, [2] ask for assistance driving off some wild men who are interfering, [3] provide a concubine for his god (via him), [4] all of the above. What is more, if the party isn’t helpful, then he will direct his men to have one of the trees fall on them instead for 4d6 damage.

3. An argument can be heard up ahead. It is an attractive slave talking back to her master, who then whips her. The party may decide to intervene, but slavery is legal in the land where they are and the slave is pretty mouthy.

4. The wind kicks up suddenly, turning into a storm. It lasts for 3d6 turns, causing a -5 to all rolls to those caught in it, blowing away any light or unsecured objects, as well as having a base 30% chance of knocking over any less-than-solid structures nearby.

5. The party spots a man who is staring at a flying creature. Further investigation will show that the fellow’s name is Hawk and he’s trying to use his magic string to help tame a winged wolf that’s hovering in the air.

6. The sky immediately grows very clear and imperious. Those who don’t follow any specific gods or goddesses (or whose players haven’t purchased one or more of the Divinities and Cults books yet) must save vs. death or undergo one of Enlil’s divine tests. Those who do (or have made such wise purchases) are spared.

7. A small mountain appears in the distance. It actually turns out to be a ziggurat! Does the party investigate further?

8. An unlucky party member feels that he is all out of love and so lost for the next 1d6 hours. Devout followers of Enlil will wish to cut off the sad sap’s air supply.

9. The loudest member of the party is suddenly knocked back, either by a Jarring Hand or Wind Missile spell. The attacker is a priest of Enlil who only wanted the noise to stop.

10. The most attractive female party member (or woman the party has met if they have no female members) is picked to be Enlil’s newest concubine. One of his avatars will jump out and surprise the lucky gal with the great news within 2d6 rounds.

11. The party stumbles across an Enlil prayer group. If not faithful followers of Enlil themselves, then the party will be chastised!

12. Tidings of war can be seen: Mesopotamian warriors and chariots on the march to conquer a rival city-state. Those who don’t follow Enlil should tremble in fear! Those who do should get ready for battle!


Sample 2nd Level Cleric of Enlil
Align: L
MV: 40’
AC: 5
HD: 2
Atk: 1
Dmg: 1d6 (mattock) or staff (1d6)
SP: Enlil turn ability, mysteries
Spells prepared: Command, Cure Light Wounds, Remove Fear (reverse), Wind Missile*
SV: C2
Mor: 10
Possessions: Scale mail armor, horned helm, holy symbol, mattock, staff, 12 gold pieces


Next week- Cleric Encounters: Ereshkigal!





Wednesday, March 14, 2018

Cleric Encounters: Enki

We begin a new series on ways to incorporate the followers of various gods and goddesses from the upcoming Divinities and Cults: Volume III into your campaign.  Here is Enki, Mesopotamian god of deep water, magic, fertility, & creation.

Enki Encounters 
Roll 1d12
1. The party stumbles across an abzu (area of deep water). 1d8 followers of Enki are sure to be present or arrive within 1d20 rounds (equal chance of each). They are 75% likely to be cheerful too.

2. A cleric of Enki takes an interest in a fertile female character. He will either (roll 1d4): [1] attempt to charm her at his earliest opportunity, [2] cast a life missile at her in order to conceive his next child, 
[3] prepare her to be a concubine of his god, [4] all of the above

3. A follower of Enki has become quite intoxicated and starts giving away valuable items. Will the party accept them or put a stop to it? Whatever happens, he has a base 50% chance of remembering the following day and will seek to get them back.

4. A fisherman works at an especially fertile pond. He will assist the party in any way he can, also having a base 5% chance of actually being an Avatar of Enki.

5. The party keeps encountering dead sailors and river men. They may wish to uncover the reason why they seem to turn up everywhere. To do so, they will have to confer with one of the following to help find the answer (roll 1d3):  [1] a wise duck, [2] a sweet witch, [3] a dour cleric of Enki with 1d4 ex-wives

6. A random party member has apparently sinned against Enki and now has an albatross hung around his or her neck. All the others are then diced off for (saving vs. death) or apparently die. The situation lasts until the one with the albatross shows a great appreciation of water life (per Referee).

7. Stranded with two beautiful women, a captain, a mate, an older married couple, and an inventive priest of Enki, the party must uncover a way to escape, balancing the priest’s love for water with his love for civilization.

8. A number of robberies have been occurring lately with the perpetrators being masked like former leaders of the land. The party may uncover that it is actually a group of Enki worshipping swimmers who mean well by what they’ve been doing, but have begun to become increasingly violent, crossed the line, and have to go down.

9. The area quickly becomes flooded. It is most likely water, though there’s a 10% chance of it being another type of life fluid.

10. The party stumbles upon a cleric of Enki who is hard at work. He is building a massive reed arc. If questioned, he claims that Enki told him a massive flood is coming and needs help stocking it. There’s a 50% chance that he insists one lucky party member needs to board it too in order to preserve their genetic stock for future generations.

11. A debate (i.e. argument) between a follower of Enki and a follower of Poseidon is ensuing over whether fresh or salt water is better. The party just might be foolish enough to get in the middle of it. No matter what they choose to do, things will likely turn brackish.

12. In a strange twist of happenstance, the party encounters a mystic of Enki in the process of fathering a child with a very mountainous woman. Each member will be overwhelmed with a feeling of (roll 1d4): [1] peaceful serenity, [2] universal insight, [3] embarrassment, or [4] attraction to the woman the mystic is with


Sample 1st Level Cleric of Enki
Align: N
MV: 40’
AC: 7
HD: 1
Atk: 1
Dmg: 1d6 (staff), 1d4 (dagger), or dart (1d3)
SP: Enki turn ability, mysteries
Spells prepared: Comprehend Languages, Cure Light Wounds, Life Missile*
SV: C1
Mor: 10
Possessions:  Reed armor, reed hat, holy symbol, staff, dagger, darts, 22 silver pieces


Next week: Cleric Encounters, Enlil!