Wednesday, January 22, 2020

Clerics of Dazbog Part III

Dazbog shows the light amidst the rays of the setting sun. 

Divine Tests
1-3. The area grows increasingly contrasted, absorbing the cleric's attention for 2d6 turns; 1d6 turns if he successfully saves vs. spell. Others within 60' will also be so affected, moved by such potencies of light and dark.

4-9. Opposites abound: which will Dazbog have the cleric seek? Roll 1d6 to find out, noting that each time it must be from a different source or a new place- seeing the same thing burn or the sun from the same angle just won't do. Until then, the cleric loses access to some of his spells (50% chance for each one), including possibly his turn ability.
[1] Bright light or deep darkness
[2] Fire or water
[3] Good luck or bad
[4] Dawn or dusk
[5] Sun or moon
[6] Reroll 1d5, but rather than just one being needed to be seen, both are 

10-14. Above or below, Dazbog moves to let the world know. It is now the cleric who, with a base 25% chance of it occurring for every new encounter, grows (roll 1d4)...
[1] Bright: emitting light as a lantern, even when inopportune.
[2] Fiery: burning for 1d2 damage all that he touches with his hands.
[3] Watery: moistening all within 10', as if recently rained upon.
[4] Wolf-like: scaring those who don't like the lupine- save vs. spell negates.

15-17. The cleric is lent a splendid chariot, replete with amazing, solar steeds and lined with gems, precious metals, and other finery. Such a vehicle allows him to fly at double his normal speed, improve his AC by 6, and even gain a +8 Charisma bonus with those who are impressed by such things. Unfortunately, it is taken back right before the next sunrise (Dazbog needs it after all). Then, for the next 1d3 days, all the cleric can do is sleep, for he has been too drained from the experience.

18+ The sun rises only to fall again. Roll any die: evens= Belobog; odds= Chernobog. In the former case, it becomes or stays a bright day, the cleric must act Lawfully, and do only good deeds. In the latter, it becomes or stays dark night, the cleric must act Chaotically, and engage in deeds of woe. Either lasts for 24 hours, plus 24 additional hours for every divine test result over 18. Afterwards, the cleric will simply serve Dazbog again; that is, if he survives the upheaval. 


DCC RPG Conversion Notes
Save vs. spell= make a Will save DC 15 
Turn ability= Turn Unholy ability
Charisma = Personality


Next week: clerics of Dazbog, Part IV!


Wednesday, January 15, 2020

Clerics of Dazbog, Part II

Magical Side-Effects
Like the sun above, Dazbog's magic moves between light and dark, fire and rain. Roll 1d12. 

1. Gifts of Rod: Dazbog desires the presence of contrasting things, whether torchlight & water, man & woman, or the like. If not available, then an offering worth 1d6 gold pieces per spell level will do. 

2. Gates of the Zoryi: The magic's effects will only occur around dusk or dawn, or at those times if the spell is cast beforehand. Otherwise, Dazbog's daughters won't have the gates open yet. 

3. Solntse Mesyats: Whether by sun or moon, the spell will only fully work if the cleric is within view of the open sky. If not, then it will just be at 1/2 its normal power. 

4. Underwolf: Dazbog returns home at night. As such, the magic must now be hidden from view of any sky. Otherwise, it will take 1d3 extra round to cast. 

5. Lucky Ways: How giving is Dazbog this time? Roll any die: odds means that the spell works for half its normal effect; evens means that it's doubled. 

6-8. No Side Effect: The spell works normally. 

9. The 4th Direction: If the cleric's facing the right way when casting (a 1 in 4 chance), then the magic's effect, range, and duration can be tripled. If not, then they just function as they usually do. 

10-11.  Fire in the Sky: Hors' great light dispenses flame and flood, causing the spell's effect, range, or duration to be doubled if used under the open sky. Otherwise, it gains no bonus. 

12. Solar Blessing: The magic works for twice its normal effect, range, or duration, as well as it not being expended that day. In addition, the cleric gains the ability to sense the direction to the nearest entrance to the underworld (if currently on the surface) or to the surface (if currently underground). 

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

Next week: Clerics of Dazbog, Part III!

Wednesday, January 8, 2020

Clerics of Dazbog, Part I

Dazbog, Neutral Slavic God of the Sun, Fire, Rain, & Luck

Tenets of Dazbog
* Illuminate with light and shadow
* Burn what's in the way
* Quench those needy
* Understand fortune

Clerics of Dazbog
Special: Dazbog is served by clerics, volkhvs (Slavic oracular priests), and monks (detailed in Volume III).
Allowed Weapons: Sword, spear, mace, bow
Allowed Armor: Splint mail or lighter
Symbol: Sun, Fire, Wolf, 4-Faced Head
Can Turn: Those facing the wrong direction (a 1 in 4 chance)
Dazbog Mysteries: Clerics of Dazbog can reroll a save when in direct sunlight or underground. They may do so up to once per level per day and must abide by the second result.




Next week: Clerics of Dazbog , Part II!

Wednesday, January 1, 2020

Priestesses of Mokosh, Part V

Mokosh Encounters
Mother Mokosh causes great, moist bounty to flow, weaving life together.

Roll 1d12
1. A random party member receives word that his mother has (roll 1d4): [1] remarried, [2] rearranged his possessions, thereby making everything take 1d20 extra rounds to find, [3] passed away, [4] come to visit! Prayers to Mokosh would now be in order.

2. Here rests a pleasant body of water. Those who bathe in it will (roll 1d4): [1] be healed of all ailments and wounds, [2] draw the amorous attention of a rusalka- a Slavic Nymph- who might then become a mother herself, [3] become quite muddy, but also receive double the benefits from any of Mokosh's magic for the next 24 hours, [4] receive 1d4 x 100 gold pieces if they have been keeping up with their chores.

3. 4d8 Slavs celebrate here, for a new child has been born! The new mother is (roll 1d4): [1] doing well, 
[2] still struggling from the labor, [3] without a husband, [4] especially supported by her husband. What is more, there's a 75% chance of one blessed by Mokosh (per #4 below) arriving within 1d3 turns, whether to provide comfort or to celebrate too.
 
4. A classic matron in both countenance and bearing, one said to blessed by Mokosh dwells in the area. When encountered, she is found to actually be (roll 1d12): [1-4] just an experienced mother and devout follower of Mokosh, [5-9] a priestess of Mokosh, [10-11] a volkhva of Mokosh, [12] an avatar of Mokosh. 

5. Do you feel that? A random individual within 120' of where this encounter occurs becomes strangely moist, even if they don't realize it, gaining a +3 bonus to all motherly and household-related rolls for the next 24 hours. 

6. The earth grows hale, then perishes again. What's happening here depends on whether Jarilo or Morana are dominant (an equal chance of either). In the former case, all life and fertility-related rolls gain a +3; in the latter, it is rolls involving divination and death that gain the bonus instead.

7.  Mokosh save us: a mother has abandoned her children! A muscular, yet disturbed man comes to sing the tale, himself hailing from the Danzig land of the Teutons. The power of Chernobog must be afoot  (detailed in a later post), for what loving mother would do that?

8. Strangely, a nearby home has come under duress. The food won't cook right, the linens won't get clean, and even the children are becoming choleric and gas-ridden. Those who investigate will find it to be the work of a Domovoy- a Slavic household faerie- who hasn't been properly appeased. Only a Mokoshian priestess will know how.

9.  The local temple of Mokosh is seeking adventurers to make contact with a not-to-distant group who follows a similar goddess, hoping to exchange sewing patterns and recipes (roll 1d6): [1] Frigg of the Varangians, [2] Danu of the Celts, [3] Demeter of the Greeks, [4] Ceres of the Romans, [5] Isis of the Egyptians, or [6] Ninhursag of the Mesopotamians. They will reward those who do so with treasure and magical boon, especially if the adventurers avoid rapine and slaughter along the way.

10. A quaint cottage lies ahead, possibly a legendary home of a talented weaver. The lady there is indeed so, though she is also (roll 1d3): [1] one blessed by Mokosh (per #4 above), [2] actually some sort of spider-demoness, [3] a ghostly haunt who uses phantom thread. If one of the latter two is true, then Mokosh would be very pleased if such a danger were removed. 

11. Rising majestically, twin boulders, visible a mile away, remind travelers of motherly comfort. Those who make the trek will find the place sacred to Mokosh- roll a d10 twice and consult the results above to see how it is so. 

12. This area is in a state of war, with those following Veles and Perun (or their equivalents) at each other's throats. Even party members who follow such deities must save vs. spell or do so too, also having all of their offensive abilities doubled in order to inflict the most carnage. The cause of this conflict is to see who will claim Mokosh's waters, though her followers are likely appalled at such violence in her name (a base 75% chance). If so, then they will sadly ask the Mother Goddess if they should build a wall...


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


Next week: clerics of Dazbog!







Wednesday, December 25, 2019

Priestesses of Mokosh, Part IV

Priestess Spells (Mokosh)
Reflecting their goddess's earthy, watery, and motherly nature, priestesses of Mokosh have access to many spells.

LABYRINTH LORD
1st Level: Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Protection from Evil (+3 if in a home or while performing motherly duties), Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (save is 4 harder if she's weaving), Entangle (D) (usable in moist areas), Mending*, Unseen Servant* (usable in a home or for similar tasks)

2nd Level: Augury, Bless, Delay Poison, Find Traps, Know Alignment, Hold Person, Holy Chant, Snake Charm (when in areas of damp soil), Barkskin (D), Find Plant (D), Obscuring Mist (D), Warp Wood (D), Arcane Lock* 

3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding (works when placed on a home), Locate Object (if it’s a household item), Prayer, Remove Curse (reversible), Plant Growth (D) (when on moist ground), Stoneshape (D), Water Breathing (D), Clairaudience*, Clairvoyance*, Tiny Cottage (as Tiny Hut*, but looks quite quaint instead), Move Earth (Lesser)* (if it's at least damp) 

4th Level: Create Food and Water (homecooked food), Cure Serious Wounds, Detect Lie, Divination, Exorcise, Lower Water, Neutralize Poison, Protection from Evil 10’ Radius (+3 for those in a home or performing motherly duties), Speak with Plants (that are in wet soil), Hold Vegetation and Fungus (D), Summon Monster* (domovoy- a Slavic faerie), Teleport* (requires standing on damp ground to travel to a place that has the same) 

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Quest, Plane Shift (as Teleport*, above), Commune with Nature (D) (outside of a home or when on moist earth), Transmute Rock to Mud (D)

6th Level: Find the Path, Heal, Part Water, Stone Tell (works on damp soil too), Word of Recall (as Teleport*, above), Repel Wood (D), Transport via Plants (D), Move Earth* (if it's moist) 

7th Level: Earthquake, Holy Word, Regenerate, Restoration, Symbol (works when placed on a home), Conjure Earth Elemental (D) (a very damp one)


DCC RPG
1st Level: Blessing, Detect Evil, Detect Magic, Food of the Gods (homecooked), Holy Sanctuary (save is 4 harder if she's weaving), Paralysis, Protection from Evil (+3 if in a home or while performing motherly duties), Resist Cold (but not Heat), Second Sight, Second Sight, Sequester*, Moist Earth Walk (as Forest Walk*, but works on damp soil instead), Mending*, Ward Portal* 

2nd Level: Banish, Cure Paralysis, Curse, Neutralize Poison or Disease, Restore Vitality, Snake Charm (when in areas of wet earth), Wood Wyrding, Glorious Moist (as Glorious Mire*, but is quite healthy for vegetation too), Invisible Companion* (to be used for household and similar tasks), Monster Summoning* (domovoy- a Slavic faerie), Nythuul's Porcupine Coat*

3rd Level: Exorcise, Remove Curse, Consult Spirit* (ancestral, fey, or nature spirits), Dispel Magic*, Planar Step* (requires standing on an area of damp soil to be brought to the same), Water Breathing*

4th Level: Cause Earthquake, Sanctify, Warp & Weft*, Transmute Earth* (if it's moist)

5th Level: Wet Ground Bond (as Bottomfeeder Bond*, but works with those who dwell on moist earth instead), Mokosh's Sodden Soil (as Hepsoj's Fecund Fungi, but more earthy and plantlike)


Next week: priestesses of Mokosh, Part V!

 

Wednesday, December 18, 2019

Priestesses of Mokosh, Part III

Mother Mokosh gives freely, but sometimes asks more in return.

Divine Tests
1-4. So much to do, such little time! The priestess incurs a -1d4 penalty to any rolls she makes for the rest of the day unless they involve weaving or other matronly arts.

5-9. When will all the chores be done? The priestess loses access to some of her spells (50% chance for each one), including possibly her turn ability. Roll 1d6 for each one lost to see what needs to be done in order to get it back. taking. Each takes 1d4 hours, half that time if the priestess makes a successful Wisdom check.
[1] Weave- the resulting embroidery can then be sold for at least 2d6 gold pieces per hour worked.
[2] Care for children- party members can be substituted if no actual youngsters are present.
[3] Cook a meal- which can then feed 2d4 people.
[4] Clean the immediate 120' area, automatically revealing an hidden objects therein.
[5] Enjoy the company of her husband. If he's not available, then she can dream about him during that time.
[6] Fold and sort household items- even those held by the party if need be. 

10-14. Fitting for a mother, Mokosh's priestess begins to take on more of her goddess's divine shape. Roll 1d6.
[1] Her body becomes quite rubenesque and curvaceous, granting her +1 Charisma to those who rightly appreciate such things, along with a +1 Constitution bonus regardless.
[2] Whenever one of her children is harmed or suffering, she herself too suffers a -1 to all her rolls until the next sunrise.
[3] Living beings rarely wish to harm her now, granting her a +4 AC and/or save bonus in such situations.
[4] She must do household or other motherly duties for at least 2d3 turns each day or take a -2 to all her spell rolls due to the sense of not knowing what to do with her hands.
[5] Her bosom increases massively in size, granting a +2 to all healing-related rolls and a +1 Charisma with men, but also a -5' speed penalty.
[6] Unless already so, she becomes pregnant. In any case, the term, delivery, and raising of her child will be quite easy and blessed. 

15-17.  Not all matronly duties are easy. Roll 1d3:
[1] At the next meal the priestess has, things go terrible wrong. 50% of hers and anyone else who is present's supplies are lost due to breakage and displacement; 25% if she prepared the meal herself. A mischievous fairy is the likely culprit. 
[2] One of the priestesses offspring needs additional attention (if she doesn't have any yet, then a young relative), requiring her to be apart from her usual duties for 4d6 hours; 2d6 hours if she has been paying close attention to her children already.
[3] The priestess's husband goes missing. If he doesn't turn up in 1d3 days (a base 50% chance), then he has perished. The priestess will then turn to following Baba Yaga (detailed in a few weeks), using that goddess's magical side-effects and divine tests 50% of the time instead. If he does turn up during that time without a good excuse, then he may wish he hadn't.

18+ To Perun or Veles? The forces of above and below struggle to claim Mokosh's vital waters. Any followers of those or similar divinities that the priestess encounters will have their offensive abilities doubled and attack the opposing types on sight, making sure the priestess is unharmed. The situation lasts for 3 days, plus 3 additional days per divine test result over 18. The attacks and counterattacks even have a base 20% of causing an outbreak of war in the local area for each day such hostilities occur.


DCC RPG Conversion Notes
Wisdom check = make a Personality check DC 15
Charisma = Personality
Constitution = Stamina


Next week: priestesses of Mokosh, part IV!

Wednesday, December 11, 2019

Priestesses of Mokosh, Part II

Magical Side-Effects
Deep, earthen moisture gives life to all and to Mokosh's magic. Roll 1d12.

1. Gifts of Rod: Mokosh requests an offering of moist sustenance or some household good. It's needed so the magic can come to pass- it will only do so once it's given. 

2. Home Mother: Where else should one cast? Only in a home, while weaving, or with children around will the magic work.

3. Jarilo: Life-moisture flows up in the spring... The spell must reflect life, fertility, growth, or the like. Otherwise, it will only function at 1/2 its normal power.

4. Morana: ... and return to the earth in winter. Now the magic must have something to do with coldness, death, or divination. If not, it will only be at 50%.

5. The Moist Deep: From Mokosh, all comes and returns. Any rolls involving life, death, fertility, or decline that are made within 240' of the place of casting gain a +3 bonus for the next 1d6 hours.

6-8. Standard Casting: The spell works normally for now.

9. Matronly Hills: If something round like mothers' breasts is in view, then the magic's effect, range, or duration can be increased two-fold. If not, then it won't work this time at all! 

10-11. Woven Ways: The priestess can take 1d3 extra rounds to weave the spell into effect- or simply engage in some other household or motherly duty- and thereby cast it for double its normal effect, range, or duration. If not, then the spell just functions normally.

12. Blessing of the Moist Mother: The magic works for twice its usual effect, range, or duration, and it is not expended for the day. In addition, the priestess can sense the direction to the nearest home, fertile adult, or even offspring of someone for the next 1d6 turns.


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


Next week: Priestesses of Mokosh, Part III!