Wednesday, November 7, 2018

Priestesses of Aphrodite, Part II

Divine Tests (Aphrodite)
Love can surely swell the heart as much as it can break it. It is up to the priestess to understand both sides as she rides the tides of beatific passion.

1-4. Fully opened now, the priestess experiences a -2d3 penalty to all her rolls unless she is engages in some kind of pleasurable activity. The penalty can be reduced by 1 for each partner that she lies with for at least 1d3 turns, allowing her to experience even more pleasure.

5-9. While the enchantment of her form remains irresistible, the priestess does lose access to some of her magic (50% chance for each spell) including possibly her turn ability. To get it back, she must do one of the following, though she would likely enjoy doing so anyway. Roll 1d4.
[1] Make passionate love to the next remotely appropriate individual she sees. The process takes at least 2d3 turns. Feel free to use the Victory in Love and War table in Volume III to determine any additional effects.
[2] Walk around completely nude for the next 2d3 hours. The priestess may not even hold or carry anything during this time, apart from her lovers’ caress, intoxicating scent, and passionate taste.
[3] Aid someone who is seeking love, regaining her lost magic when she achieves matchmaker’s success after they conjoin in steamy intercourse.
[4] Punish someone who has angered Aphrodite, whether for being too prude, comparing their beauty to hers, not giving proper thanks, having sex in a temple, or the like.

10-15. Some pleasurable; some terrible; all carnal, Aphrodite instills a greater test upon her faithful. Roll 1d6.
[1] Seed of Anchises: The next child the priestess bears will be partially divine (see Avatars: Gods Incarnate in Volume III for bonuses), though her magical powers are only at 50% strength until she does conceive one.
[2] Scent of Lemnos: The priestess stinks for a time and becomes sex-starved as a result for the next 1d3 days, only to slake her lust for at least half that duration again once it wears off. In any case, she suffers a -2 penalty to all her rolls as both aspects occur- due to many naked distractions- along with the other effects.
[3] Prayer of Pygmalion: Bringing new love into the world, the next female statue the priestess encounters comes alive as a moral woman. She will, in turn, be a faithful wife to the next man she sees and remain very shapely.
[4] Hubris of Hippolytus: The next prudish person, follower of Artemis, or horse rider the priestess spots will soon perish in a bizarre way, sometime in the next 3d4 hours. Evidence will point to Aphrodite as arranging the death and likely create some vendetta against the priestess from the slain one's allies.
[5] Attendants Erotes: Invisible, winged, erotic companions follow the priestess from now on, much as they do Great Aphrodite. All adult humans who first encounter her must save vs. death or become overwhelmed by feelings of lust. If this occurs, then they must quench those desires for the next 2d3 rounds at least, most likely begging for the priestess to assist them.
[6] Kallipygos End: Becoming even more beautiful now, the priestess gains +1 Charisma, but also will blind for 1d3 rounds those who see her nude or even kill those who see her bathing nude for the first time. A save vs. spell negates in the first case; a save vs. death negates in the latter. Akin to magical side-effects #9 and #11, this test is permanent, so later results of those side-effects will cause any saves to be made with a -5 penalty when they occur, especially if she is showing off her shapely hindquarters at the time.

16-17. Whether from lying with Ares or by losing Adonis, the priestess’s closest male companion departs. If mortal, he must save vs. death or die, otherwise he will simply no longer associate with her. If it’s unclear who that man would be, then pick the last one that she laid with. 

18+ To the fairest. Like with Paris, who the most beautiful is must now be judged. All women (including the priestess) within 1/4 mile are brought together to be judged by a random man within that area. He will then select the one who makes the best Charisma check, modified by any 'bribes' she may give him (wink-wink, nod-nod). If he doesn’t select the priestess, then she will be stripped of all her powers for 1 day per divine test total over 17 from the shame of it. On the other hand, if any followers of other goddesses aren’t selected, then they will experience the loss of power instead, plus there is a base 25% chance of earning that divinity’s ire (75% if a follower of Hera), likely leading to war.


DCC RPG Conversion notes:
Turn ability= Turn unholy ability
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Charisma= Personality (or Comeliness, if using that optional rule from Volume I)



Next week: priestesses of Aphrodite, Part III!




Wednesday, October 31, 2018

Clerics of Aphrodite, Part I

Aphrodite
Chaotic Goddess of Love, Beauty, Passion, & Pleasure

Tenets of Aphrodite
* Smile often, showing your beauty
* Incite passion, especially the unbridled kind
* Engage in pleasure whenever possible
* Encourage beauty and the making of pretty things

Priestesses of Ares
Special: Aphrodite is usually served by priestesses.
Allowed Weapons: None
Allowed Armor: None
Holy Symbol: Seashell, Dove, Dolphin
Can Turn: Those who are armed
Mysteries of Aphrodite: Priestesses of Aphrodite are quite attractive, gaining a +2 Charisma bonus as a result. What is more, their blessed beauty gives them a natural AC bonus equal to their Charisma bonus plus 1 per level as well (so a 2nd level priestess with a CHA of 17 would have an AC of 5) - it’s hard to want to hurt them!

Magical Side-Effects
Love can create life itself, but it can also make it quite challenging. Roll 1d12.

1. Bearer Epistrophia: The magic will only work if it directly involves love, beauty, passion, or pleasure. Otherwise, a sacrifice of something beautiful worth at least 1d6 gold pieces per spell level would be an attractive substitute.

2. Praxis-Porne: The spell’s target must save vs. death or fall in love with the next individual he or she sees. And unless it would be very inappropriate, that love will be very sexual.

3. Embrace of the Hetaira: If the spell would help the recipient, then the priestess must pleasure them for at least 1 turn first. If not, or if such pleasuring would upset the recipient, then the priestess must find someone else to pleasure within the next hour. Not doing so would be very unpleasant, provoking a divine test!

4. Anaduomene-clad: As Great Aphrodite arose from the sea, the priestess too must be fully nude or else the magic only has 50% of its normal effect. Even if not bathed in water at the time, it must be so, for she will be stunning.

5. Sweetest Kallisti: If the spell is meant to aid the target, then its effects are adjusted by their Charisma modifier. Therefore, someone with CHA 15 would gain a +1, while another with CHA 8 would suffer -1. It’s only fair that the most beautiful should receive the most benefit.

6-8. Standard Magic: The spell occurs without side-effect this time.

9. Pasiphaessa Glow: The priestess’s beauty shines bright, blinding all who gaze upon her for the next round. Those affected can save vs. spell to ignore the effects, otherwise the blindness ends 1d3 rounds later even if the desire for her does not.

10. Way of Eros: If the priestess lies with the next remotely appropriate individual she sees for at least 1d3 turns, then the magic’s effect, range, or duration can gain a 50% bonus. Such lovemaking pleases Aphrodite, especially if it is wanton!

11. Where Zeus Loves Dione: The spell occurs for double the effect, range, or duration, but only if the priestess is nude at a beach, is bathing, or does so soon after. In addition, men who have lower HD than her who witness her doing so must also save vs. death or die.

12. Carnal Blessing: Aphrodite arouses the magic to have twice its effect, range, or duration, plus it is not expended and can be cast again that day. Also, if it’s meant to benefit the target, she improves all their rolls by 1 for the next 1d6 hours as long as they engage in carnal pleasure at least once every hour.


DCC RPG Conversion notes:
Can turn= Unholy creatures
Charisma= Personality (or Comeliness, if using that optional rule from Volume I)
AC 5= AC 14
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Spell not expended that day= +2 bonus to its spell check


Additional notes:
Aphrodite is often equated to Venus, though she is different, the latter being concerned more with appropriate passion and ritualized worship in the Roman fashion. See Volume II for more information about her. Other related goddesses of love include Freya (in Volume I), Ishtar (in Volume III), and even, in a twisted way, Unharmonia (also in Volume I).



Next week: priestesses of Aphrodite, Part II!



Wednesday, October 24, 2018

Clerics of Ares, Part III

Cleric Spells (Ares)
Clerics of Ares have access to the following spells.

LABYRINTH LORD
1st Level: Command, Cure Light Wounds (reversible), Remove Fear (reverse), Resist Cold (if holding a shield), Charm Person* (usable on women with Charisma scores of 15+), Scare*

2nd Level: Bless (reversible), Hold Person, Resist Fire, Shatter* (requires a hit from cleric’s sword or shield), Strength*

3rd Level: Remove Curse (reversible), Striking

4th Level: Cure Serious Wounds (reversible), Exorcise, Haste* (only allows extra attacks, not double movement),

5th Level: Cure Critical Wounds (reversible), Cure Disease (reverse)

6th Level: Blade Barrier (but the cleric becomes the curtain of whirling blades, using his sword or spear to cause damage for the duration), Heal (reverse)

DCC RPG
1st Level (d6): Blessing (boosting attack and damage rolls only), Paralysis, Resist Cold or Heat (if holding a shield), Word of Command, Charm Person* (usable on women with Personality scores of 15+), Scare*

2nd Level (d8): Binding, Cure Paralysis, Curse, Lotus Stare (cleric must be wearing a helmet), Restore Vitality, Stinging Spear (as Stinging Stone, but works just on spearheads and has 1/2 the duration), Shatter* (requires a hit from cleric’s sword or shield), Strength*

3rd Level (d3): Exorcise, Remove Curse, Haste* (only allows extra attacks, not double movement)

4th Level: Affliction of the Gods 

5th Level: Whirling Doom (but the cleric becomes the whirling barrier, using his sword or spear to cause damage for the duration)

  
Spartan Warrior (Fighter Option)
Align: N
MV: 35’
AC: 4
HD: 1+2
Atk: 1 spear or sword
Dmg: 1d6+1
SP: +1 per odd level with spear or short sword & shield, cannot engage in manual labor or commerce, can cause hesitation in those who have lower HD than them (see below)
SV: F1
Mor: 10

Like other hoplites, Spartan warriors gain a +1 bonus per odd level that can be added each round either to hit, damage, or even improve their AC when wielding a spear or short sword with a shield. What is more, since they are an infamous and specialized warrior caste, noted for their daily training from an early age and proscription from engaging in manual labor or commercial activity, they can cause hesitation in those with a lower HD who try to face them in melee. In such cases, the Spartan warrior’s opponents must make a Morale check or be too afraid to attack him until after the 1st round of battle has passed. Ares smiles on such fear and the resulting bloodshed.

DCC RPG stats:
Init: +2; Atk spear or short sword +2 (1d6+1); AC 15; HD 1d8+2; MV 25’; Act 1d20; SP will only perform their Mighty Deeds when wielding a short sword or spear with a shield- otherwise they have a standard +1 attack bonus per level when fighting in all situations, cannot engage in manual labor or commerce, can cause trepidation in those who have lower HD than them (see above- opponents must a make a Will save DC 12 to resist); SV Fort +3, Ref +2, Will +1; AL N.





Avatar of Ares
Align: C
MV: 40’
AC: -8
HD: 24
Atk: 1 spear
Dmg: 8d10
SP: Ares cleric spells/abilities (caster level 14), immune to being disarmed or having helm or shield taken away, may exhibit Divine Test results 10-15 (25% chance for each)
Magic Resistance: 55%
SV: F24
Mor: 12


Ultimate warriors, Avatars of Ares crave blood and battle, reveling in the fear and spoils it gives. They travel the land, seeking worthy opponents who can survive at least 1d6 rounds of melee with them, or beautiful wives who can do the same in the bedchamber. In addition to their already formidable martial abilities, they may also experience the divine tests that Ares’s clerics do (#10-15), having a chance of being a Blood Fighter, War Emissary, etc., as well. In any case, those who do survive such an encounter are granted a +1 bonus to all melee damage rolls for the next week, along with an aggressive disposition and ruddy complexion.

DCC RPG stats:
Init: +6; Atk spear +28 (8d10+10); AC 27; HD 24d10; MV 30’; Act 2d20; SP Ares cleric spells/abilities (caster level 14, immune to being disarmed or having helm or shield taken away, may exhibit Divine Test results 10-15 (25% chance for each); SV Fort +20, Ref +12, Will +14; AL C.



Ares Encounters
1d4
1. During the next battle, a random party member can gain a +4 bonus to hit and to damage, but only if he or she swears allegiance to Ares. If so, then they must celebrate their new devotion by also attacking the next person they lay eyes on, even if an ally, for the next 2d6 rounds.

2. To the party’s surprise, a group of 2d4 Amazons surrounds them. But these are not the usual followers of Hera or other goddess, they worship Ares! In any case, they will generally behave the same, attacking any men in the group- though not because they dislike men, but because they like attacking!

3. Up ahead is the sound of battle. If they investigate, the party finds 2d4 Spartan warriors fighting 5d6 Helot slaves. Each Spartan will slay 2d4 Helots before falling himself, generally killing one per round, unless of course the party intervenes. What is more, each Spartan has a 25% chance of being part of the Crypteia- the secret police- and has 1d4 thief or assassin levels too. Such individuals will slay 1d4 extra Helots, along with trying to dispatch any party members who are so foolish as to get in the way.

4. The party comes to a great and barren mountain named ‘The Areopagus’. To reach the top, they will encounter (roll 1d10 or assign as needed): [1] 2d4 clerics of Ares, [2] 2d3 fighter-clerics of Ares, [3] 3d4 blood warriors of Ares (treat as Chaotic Spartans), [4] 5d6 slaves, [5] 1d4 goats being gruff due to their zodiacal associations with Ares, [6] 1d3 fire-breathing horses who can do so for 2d6 damage every other round, [6] 1 ogre follower of Ares (who is experiencing the Chosen of Eris divine test), [7] 3d4 birds of Ares that can hit with their droppings for 1d2 damage and also knock party members off the mountain edge (save vs. Paralysis or Reflex save DC 12 negates), [8] 2d2 Dogs of War (treat as dire wolves), [9] 1 young red dragon at a water stream whose teeth, if removed, can be sown into warriors, [10] an Ares Avatar. No matter the peril, those who reach the top will gain Ares’s favor for engaging in so much slaughter and havoc, especially if they kill all they encounter!


Next week: priestesses of Aphrodite, Part I (viewer discretion is advised)!


Wednesday, October 17, 2018

Clerics of Ares, Part II

Divine Tests (Ares)
Battle will harden the strong just as it will destroy the weak. Ares’s cleric must prove himself as the former or die as the latter.

1-4. Fight harder! Does the cleric serve Ares well enough? He will see, causing his cleric a -1d4 penalty to all his rolls for the next 1d6 hours, double if they involve any non-violent action.

5-9. You don’t need magic to shed blood! The cleric loses access to some of his spells (50% chance for each one) including possibly his turn ability until he does one of the following. Roll 1d4 to determine what that is, since having his magical power restored would certainly help.
[1] Attack the next person he sees, continuing to fight them for a minimum of 2d3 rounds if they are at least reasonably worthy.
[2] Train for 2d6 hours, though actual battle is preferable, requiring just 2d6 minutes instead.
[3] Slay 1d6 HD worth of foes in very gory ways.
[4] Inflict 1d4 damage upon himself for the next battle he stops or backs down from. The cleric should be always ready to fight, always to the death, or else will make himself pay for it.

10-15. The cleric may be a great warrior, yes, but Ares will make him greater from now on. Roll 1d4.
[1] Blood Fighter: Some might like full panoply, but the cleric will only wear a helmet and shield now, even when such protection isn’t needed (granting an AC of 6 vs. attacks from the front; AC 8 vs. attacks from behind). What is more, those items can never be taken from the cleric except by divine intervention or upon death and he also gains a +1 bonus to his damage rolls.
[2] War Emissary: Some might spread peace, but Ares only spreads war. All who fight within 60’ of the cleric must save vs. death if they wish to stop (unless already slain), though they do gain an extra free attack every 3 rounds in any case.
[3] Chosen of Eris: Whenever the cleric fells a foe in melee, he must save vs. death or have to target the next closest foe, gaining an extra free attack. If no foes are available, then he will attack allies, crying ‘havoc’ and let slip his slaying sword!
[4] Bride-Taker: The cleric gains a +5 bonus to rolls dealing with beautiful women and Aphrodite along with a -5 to all rolls when dealing with smiths and Hephaestus, thanks to the notoriety of Ares. These modifiers apply to social interaction, combat, magic, logistics, and the like.

16-17. This... is... BATTLE! The cleric and his allies are soon beset by a more numerous force, though they can steel themselves to slay many anyway. Within 2d3 rounds the foes arrive, being 1d4+1 times the cleric and his allies in number (x2 to x5) and have the following stats:

Mve: 35’; AC 6; HD 1; Attk: 1 short sword or spear; Dmg: 1d6; Sve: F1, Mor: 8

Luckily, the cleric and his allies gain a +1d6 to all attack and damage rolls during this time, hopefully causing as much carnage as possible.

18+ Some, whether Aloadae giants or vengeful Hephaestus, might try to constrain the power of Ares. The cleric so too becomes unable to move for 1 day per divine test result over 17, relying only on his internal might and any faithful companions to survive. Still, like his god, the power of Ares cannot be held for long and the cleric will also be freed after that time; that is, if no one slays him first.

DCC RPG Conversion notes:
Turn ability= Turn unholy ability
AC 6 & 8= AC 13 & 11
Save vs. death= make a Will save DC 10
Stats for foes for results #16-17: Init: +2; Atk short sword or spear +2 (1d6); AC 13; HD 1d8; MV 25’; Act 1d20; SV Fort +2, Ref +1, Will +0


Next week: clerics of Ares, Part III!



Wednesday, October 10, 2018

Clerics of Ares, Part I

Ares
Chaotic God of War, Violence, and Bloodshed

Tenets of Ares
* Wage war, winning by any means necessary
* Revel in violence
* Shed blood freely
* Return either with your shield or upon it

Clerics of Ares
Special: Ares is served by clerics and fighter-clerics who are almost always male.
Allowed Weapons: Spear, short sword, dagger, mace, javelin, short bow
Allowed Armor: Any, or just a helm and shield
Holy Symbol: Spear, Sword, Helm, Shield, Dog, Vulture
Can Turn: Pacifists, those who are unarmed
Mysteries of Ares: Clerics of Ares can gain a +3 bonus to one of their weapon damage rolls, up to once per day per level.

Magical Side-Effects
The brutality and fear of warfare comes easily to Ares and so too his magic. Roll 1d12.

1. By the Hysminai: The spell must aid those intent on violence and/or cause direct damage itself, otherwise it will not function. Still, a sacrifice worth 1d6 gold pieces per spell level will do instead, preferably one of war or a dog.

2. Phobos Near: Son of Ares, fear accompanies this spell. The target must save vs. death or suffer a -2 to all rolls for the next 2d3 rounds.

3. Call of Eris: If beneficial, then the spell’s recipient goes into a murderous rage for 1d3 rounds, attacking anyone he or she encounters during that time. If not, then it is the cleric who is so affected, though he likely won’t mind the strife he causes.

4. Battle’s Din: Unless cast in a place where blood has recently been spilled in combat (up to 1d6 rounds ago), the spell only has 1/2 its normal power. Ares’s cleric would therefore do well to make sure such violence occurs often!

5. Mark of the Spartan: If the magic is meant to be helpful, then the recipient must be armed for it to work. ‘Tis the killing way.

6-8. Standard Magic: The spell occurs without side-effect this time.

9. Roar of Deimos: Ares’s other son grants the spell a 50% bonus to its effect, range, or duration, but also causes terror in all within 120’. Those who fail to save vs. spell must flee the area for 1d3 rounds.

10. Tithe to Enyo: If the cleric attacks the next remotely worthy opponent he sees, then the spell’s effect, range, or duration can gain a 50% bonus. Such warfare pleases Ares’s sister-wife.

11. Thrust of Power: The magic occurs for double the effect, range, or duration, but only if the cleric stabs the spell’s target with a sword or spear soonafter, or does unto a partner with his own.

12. Blessing of War: Ares forces the magic to have twice its effect, range, or duration, plus it is not expended and can be cast again that day. Also, if it’s meant to benefit the target, he improves their rolls to hit by 2 for the next 1d6 hours as long as they fight aggressively.

DCC RPG Conversion notes:
Fighter-clerics= Warriors who reduce their deed die by 2 in return for being able to cast 1 cleric spell per level
Can turn= Unholy creatures
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Spell not expended that day= +2 bonus to its spell check
Rolls to hit= attack rolls


Next week: clerics of Ares, Part II!



Wednesday, October 3, 2018

Clerics of Surtr, Part III

Cleric Spells (Surtr)
Clerics of Surtr have access to the following spells:

LABYRINTH LORD
1st Level: Command, Create Water (reverse), Cure Light Wounds (reversible), Light (reverse), Remove Fear (reverse), Burning Hands*, Enlarge*, Manipulate Fire*

2nd Level: Bless (reverse), Hold Person, Resist Fire, Spiritual Weapon (held by a phantom fire giant), Fire TrapD, Heat MetalD, Produce FlameD, Darkness Globe*, Pyrotechnics*, Stinking Cloud* (smoky), Strength*

3rd Level: Continual Light (reverse), Cure Blindness (reverse), Cure Disease, Dispel Magic, Remove Curse (reverse), Rune of Warding (as Glyph of Warding), Striking, Protection from FireD, Explosive Runes*

4th Level: Cure Serious Wounds (reversible), Divination, Lower Water, Neutralize Poison, Flash FireD, Temperature ControlD (hotter only), Darkball (as Fireball*, but also causes darkness for 3d4 rounds), Fire Trap*, Flame Charm*, Summon Monster* (hellhound), Wall of Fire*

5th Level: Cure Critical Wounds (reversible), Flame Strike (very dark fire), Plane Shift (to Muspelheim only), Cloudkill* (noxious smoke), Teleport* (from one fiery area to another), Polymorph Self* (fire giant or hellhound forms)

6th Level: Heal (reverse), Fire SeedsD, Conjure Elemental* (fire only)

7th Level: Fire StormD, Incendiary Cloud*, Magic Sword* (made of fire!), Summon Demon* (rufendr- see below), Summon Monster* (fire giant)


DCC RPG
1st Level: Darkness, Paralysis, Resist Heat (not cold), Word of Command, Choking Cloud* (smoky), Enlarge*, Flaming Hands*

2nd Level: Binding, Cure Paralysis, Curse, Neutralize Poison or Disease, Fire Resistance*, Scorching Ray*, Strength*

3rd Level: Bolt from the Blue (as dark fire), Spiritual Weapon (wielded by a phantom fire giant), Consult Spirit* (beings of fire only), Dispel Magic*, Monster Summoning* (hellhound), Planar Step* (from one fiery place to another)

4th Level: Desecrate, Control Fire*, Darkball (as Fireball*, but also causes darkness for 3d4 rounds), Polymorph* (self- fire giant or hellhound forms)

5th Level: Muspel Fire (as Righteous Fire, but is quite dark and pernicious), Monster Summoning* (fire giants or rufender only)


Rufendr (Muspelheim Demon)
Align: C
MV: 45’
AC: 0
HD: 9
Atk: 2 claws
Dmg: 2d4
SP: demon resistances and abilities, immune to fire, takes double damage from cold, touch causes 1 fire damage per round
SV: F9
Mor:9

These beings of blackened flame exist only to burn and rip asunder with their terrible claws, radiating intense heat that causes 1 fire damage to all who touch them each round. Each rufender will continue to destroy all it encounters until either destroyed itself or sent back to its fiery home- Muspelheim!

DCC RPG stats:
Init: +9; Atk claws +12 (2d4+3); AC 19; HD 9d12; MV 35’ (fly 40’); Act 2d20; SP demon traits, immune to fire, takes double damage from cold, touch causes 1 fire damage per round; SV Fort +7, Ref +7, Will +3; AL C. 


Avatar of Surtr
Align: C
MV: 60’
AC: -4
HD: 25
Atk: 1 flaming sword
Dmg: 10d8
SP: Surtr cleric spells/abilities (caster level 15), cause fear (save vs. death negates), immune to fire, takes double damage from cold, touch causes 2d6 fire damage per round
Magic Resistance: 35%
SV: F25
Mor:11

Enormous, dark, and fiery, a Surtr avatar can appear as a colossal, blackened fire giant or simply as a titan of shadow and flame. No matter what form it takes, those who see one and don’t have the good sense to run away screaming may have to do so anyway (if they fail their save). The unknowing might even think it some sort of gigantic demon or devil, but Surtr only wishes to burn the world to ashes, caring not for souls or corruption. So too do his avatars, dutifully slaying with their enormous, blazing swords all non-fire giants that cross their paths and causing 2d6 fire damage per round to any who are foolish enough to touch them.

DCC RPG stats:
Init: +3; Atk flaming sword +32 (10d8+12); AC 24; HD 27d10; MV 30’; Act 2d24; SP Surtr cleric spells/abilities (caster level 15), crit on 20-24, cause fear (Will save DC 10 negates), immune to fire, takes double damage from cold, , touch causes 2d6 fire damage per round; SV Fort +25, Ref +5, Will +18; AL C.


Surtr Encounters
1. Those holding a satanic ritual mispronounce one word and summon a powerful denizen of Muspelheim instead. It is a (roll 1d4): [1] rufendr, [2] avatar of Surtr at half strength and size, [3] fire giant jotun that burns like an elemental for 1d6 damage per round, [4] cleric of Surtr. The being will likely incinerate the satanists (a base 75% chance), though if not, it will otherwise spare and lead them to greater destruction of the surrounding area. No matter the result, the party will be left to deal with the smoky aftermath.

2. A battle is occurring between two different groups of fire giants: some with pale skin, others blackened. There are 1d4 on each side, serving either Sinmara or Surtr respectively, at war with each other even though their patrons are married in Muspelheim (or because of it!) The survivors will then attack the party unless they wisely take steps before then.

3. The area grows dark and a random, unlucky party member catches fire. He or she takes 1d6 damage per round until extinguished, also having a 50% chance of each of his or her garments and possessions being destroyed in the conflagration. Surtr likes that.

4. Here within a fell temple of braziers and basalt, Surtr is worshipped. Those who venture inside will find 1d4+1 clerics of his along with 1d4-1 anti-paladins, 2d4 hellhounds, 1d6 fire giants, and 2d4 sacrifices made ready (frost giants and/or followers of Freyr). Of course, the clerics and anti-paladins will likely be fire giants too (a base 70% chance) and also have a 25% chance of both being blessed with a change from divine tests #9-14 and suffering from pyromania thanks to divine tests #15-16.


Next week: we take a look at more Greek divinities, starting with clerics of Ares!


Wednesday, September 26, 2018

Clerics of Surtr, Part II

Divine Tests (Surtr)
The doom of fire and darkness will someday consume the world and even the gods. Until then, Surtr will offer a taste.

1-3. Do you smell smoke? A random object catches fire, destroying it, causing 1d4 damage to any adjacent per round of contact, and even possibly spreading if flammables are nearby. Roll 1d4 again to see what it is: 
[1] one of the cleric’s garments, [2] an item on the cleric’s person, [3] an object adjacent to the cleric, [4] an item or object in a random direction of the cleric, up to 1d4 x 5’ away.

4-8. Surtr likes to burn things! His cleric loses access to some of his spells (50% chance for each one) including possibly his turn ability until he does so too. Roll 1d4 for each one lost to see what he must do to recover it.
[1] Extinguish a light, whether by ruining someone’s hopes, corrupting a bloodline, or blackening the sky for most of the day.
[2] Spread fire. Burning down a structure or immolating others will do, preferably both at the same time.
[3] Assist Fire Giants or similar folk for at least 1 hour. They are good at burning things.
[4] Slay a follower of Freyr or similar fertility deity while laughing maniacally.

9-14. When Ragnarok comes, the cleric must be ready. In preparation for this, Surtr changes him forever and, if not so empowered before, grants him immunity to damage from fire but also double damage from cold from now on. Roll 1d5.
[1] Hair Aflame: Though they likely are red already, the cleric’s hair and beard ignite and never stop burning. What is more, he can now also sense the presence of fire within 1/4 mile at will and will himself always have an easy way of starting more.
[2] Scathe of Branches: Like a true, elemental Jotun, the cleric radiates intense heat, causing 1d4 fire damage to all who are adjacent to him. If he happens to experience this particular test result twice, then his body actually appears to be on fire and the damage extends to all within 10’ of him, burning trees and anyone or anything that’s close enough.
[3] Dark One: Though not all fire giants have blackened skin- the followers of Surtr’s consort Sinmara are notably pale- his faithful certainly aspire to a countenance of jet. The cleric is so changed, permanently emitting the fear effects of a Blackening Spell (Magical Side Effect #9) while also clearly marking him as an agent of evil.
[4] Forged of Iron: The cleric becomes further hardened, being able to ignore up to 4 damage per round, though he also becomes 10’ slower as he can only now lumber forth.
[5] Burning Eyes: Surtr’s fire lights within the cleric’s eyes now, unnerving those who meet his gaze. Up to one of the cleric’s foes per round must save vs. death or suffer a -4 to all rolls until they look away.

15-16. Now the cleric becomes addicted to Surtr’s flames. Whenever he encounters a new item, structure, or individual, he must save vs. death to resist attempting to ignite it, even if doing so would go against his long-term plans. What is more, for every time he experiences this test, the save becomes 3 harder. This is what happens when one plays too much with fire.

17+ Someday, the sons of Muspel will ride forth and break Bifrost bridge asunder. Until then, there is a mighty explosion, pouring forth deadly heat, smoke, liquid stone, and flame from Surtr’s fiery realm! All within a 120’ radius of the cleric have 2d4 rounds to escape or take 6d6 damage per round in the inferno (even those who would otherwise be immune to fire still take 1/2 damage). What is more, for every divine test result over 17, increase the radius by 60’ but not the time to escape.

DCC RPG Conversion notes:
Turn ability= Turn unholy ability
Save vs. death= make a Will save DC 10



Next week: clerics of Surtr, Part III!