Wednesday, September 18, 2019

Clerics of Perun, Part V


Perun Encounters
Perun's thunder can rain down both weal and woe. He will lend his faithful some help though (see below*). 

Roll 1d12
1. Thunder rumbles and a storm comes. All those who don't find cover within 1d20 rounds will take 2d20 damage- save vs. death for 1/2 damage- watching out for any ball lightning!
2. Thunder rumbles and the skies clear. Still, the chances of other encounters occurring doubles for the next 1d6 hours.
3. Suddenly, a dark being leaps out and attacks. It is a vampir (treat as a disfigured vampire or draugr- see Volume I), thirsty for blood and the light that Perun might bring!
4. 2d3 Slavs rest here, drinking spirits made of apples and such. An actual spirit may be present too (a base 33% chance- see Volume II to determine which type).
5. Hiss... A great, serpentine being slithers forth- it is a giant snake (giant python or boa constrictor)! If easily dispatched, 1d3 snake men (see Volume III) will seek to avenge it the next day.
6. 1d6 beautiful, slavic women stand at a clearing here, keeping a careful eye out for thunder. Potential brides-to-be, they will go off with men who appear to be of means to support them, even if they are adventurers. 
7. Do you smell that? Something dripping and rancid has been in the area. Those who pursue will find it to be 2d3 fish men (see Volume III for stats)- watery beings up to no good indeed.
8. Tough and strong, 1d3 Varangians round the bend. Similar to Perun, they follow Thor, who is Neutral and Norse and has a somewhat different focus, especially with hammers. The Varangians are unlikely here to debate theology though (only a base 25% chance), more likely on a raid!
9. Do they honor oaths? No! Do they respect the cosmic order? Of course not! For the rest of the day, any chaotic being or beings the party encounters (especially followers of Veles!) will attack the party on sight. And if there are any chaotic members in the party at the time, then they will attack the other party members too!
10. At this sacred place, weapons are lain aside. There's a 50% chance of 1d3 clerics of Perun still being present; 75% if outdoors and thereby at a kapishche. Otherwise, they have already departed.
11. A heinous, inverted star hangs here. It is a sign of Uncle Steel Dwarf  (link), and brutal tyranny is soon to follow. Those who follow Perun and all that's good should work to stamp it out right away.
12. A roar is heard in the sky and 1d8 x 10 armored Teutons advance in the distance. Those who approach them find they are engaged in some sort of 'Lightning War'. Perun worshipers might take issue with that (a base 50% chance). 

If those affected by any of these encounters are faithful followers of Perun (or the like), they will gain one of the following benefits for the duration of the encounter (roll 1d4): [1] a +4 AC bonus, [2] a +4 save bonus, [3] the assistance of a 1st level cleric of Perun, [4] a 4d6 lightning bolt from on high, targeted on one enemy.


DCC RPG Conversions 
Save vs. death= Make a Fortitude save DC 10


Dobroslav, Sample 1st Level Cleric of Perun
Align: L
MV: 40’
AC: 7
HD: 1
Atk: 1 (hand axe or bow)
Dmg: 1d6+1 or 1d6
SP: Perun mysteries, turn ability
Spells prepared: [1st] Cure Light Wounds, Detect Evil (chaotic, dark, watery, and/or serpentine beings), Remove Fear
SV: C1
Mor: 10

Possessions:  Holy symbol, hand axe, bow, studded leather armor, 5 gold pieces

Dobroslav, DCC Stats
Init 0
Atk hand axe +1 melee (1d6+1) or bow +0 ranged (1d6)
AC 13
HD 1d8
MV 30’
Act 1d20
SP: Perun mysteries, turn ability
Spells known: [1st] Blessing, Detect Evil (chaotic, dark, watery, and/or serpentine beings), Food of the Gods, Paralysis
Ref +0
Fort +1
Will +1
AL L


Next week: priestesses of Lada!

Wednesday, September 11, 2019

Clerics of Perun, Part IV

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

LABYRINTH LORD
1st Level: Create Water (as rain), Cure Light Wounds, Detect Evil (chaotic, dark, watery, and/or serpentine beings), Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Detect Snares and Pits(D), Divine Weather(D) 

2nd Level: Bless, Delay Poison, Find Traps, Hold Person, Holy Chant, Reveal Charm, Spiritual Weapon (appearing as a stone axe), Strength* 

3rd Level: Cure Blindness, Cure Disease, Dispel Magic (if cast by a chaotic, dark, watery, and/or serpentine being), Glyph of Warding, Prayer, Remove Curse, Striking, Call Lightning(D) 

4th Level: Create Food and Water, Cure Serious Wounds, Detect Lie, Exorcise, Lower Water, Neutralize Poison, Protection from Evil 10' Radius, Protection from Electricity(D), Lightning Bolt* (requires a bow and does +1 damage per die vs. chaotic, dark, watery, and/or serpentine beings; -2 per die to all others) 

5th Level: Commune, Cure Critical Wounds, Dispel Evil (if done by a chaotic, dark, watery, and/or serpentine being, Flame Strike (appears as a thunderclap)    

6th Level: Find the Path, Heal, Part Water (or also darkness or serpentine beings)   

7th Level: Control Weather (requires 3 apples tossed in the sky), Holy Word, Restoration, Wind Walk


DCC RPG
1st Level (d6): Blessing, Detect Evil (chaotic, dark, watery, and/or serpentine beings), Food of the Gods, Paralysis, Protection from Evil, Resist Cold (but not heat) 

2nd Level (d7): Banish, Cure Paralysis, Divine Symbol, Neutralize Poison or Disease, Restore Vitality, Thunderstone (as Stinging Stone, but does lightning damage instead), Strength* 

3rd Level (d6): Bolt from the Blue (appears as a thunderclap), Exorcise, Remove Curse, Spiritual Weapon (appearing as a stone axe),  Dispel Magic* (if cast by a chaotic, dark, watery, and/or serpentine being), Lightning Bolt* (requires a bow and does +1 damage per die vs. chaotic, dark, watery, and/or serpentine beings; -2 per die to all others) 

4th Level (d2): Sanctify, Greater Lightning Bolt (gains a +5 casting bonus, otherwise as Lightning Bolt*, above)

5th Level (d2): Righteous Fire (appears as a lightning storm, but only harms chaotic, dark, watery, and/or serpentine being), Weather Control (requires 3 apples tossed in the sky)



Next week: Clerics of Perun, Part V!

Wednesday, September 4, 2019

Clerics of Perun, Part III

Perun leaves his thundermarks upon those who must be shown the way.

Divine Tests
1-3. A deep rumble occurs and the cleric will contemplate things for the next 2d6 turns; 1d6 if he has been following Perun's tenets well (per Referee).

4-9. What remains once the storm ends? The cleric loses access to some of his spells (50% chance for each one), including possibly his turn ability. Roll 1d6 for each one to see what he must do to get it back.
[1] Find a new chaotic, watery, serpentine, or dark foe.
[2] Defeat a chaotic, watery, serpentine, or dark foe (whether new or already known).
[3] Forgive the next foe he meets (as long is it is not a chaotic, watery, serpentine, or dark one!)
[4] Guard a kapishche (Slavic outdoor sacred enclosure) for 3d6 turns. There is a base 10% chance per turn of a Perun encounter occurring though (see Part V). If a Kapische isn't available, a new one can be built with the assistance of 1d4 others and 1d20 in gold pieces for double that amount of time.
[5] See that an oath is fulfilled by the last person he has met.
[6] Ensure that the ways of Rod (the Slavic supreme deity) are honored in the next place he sees.

10-14. It is a time for heroes, so Perun makes it harder for the cleric to not attack villains on sight, specifically chaotic, watery, serpentine, or dark ones. To resist the urge to make such an attack, even if it might be unwise at the time to do so, the cleric must save vs. spell and every time he experiences this test, the save becomes 2 harder. Still, he also gains one of the following benefits to help ensure his victory when the good battle with such beings invariably occurs (roll 1d6): 
[1] Gain +1 Strength
[2] Gain +1 Constitution
[3-4] Can ignore up to 3 thunder/lightning damage per round
[5-6] Gain a better axe: a hand axe if he has none, a battle axe if he already has a hand axe, or a two-handed axe if he already has a battle axe.

15-17. Ball lightning explodes, causing 5d6 damage (or 6d6 damage on a roll of 16; 7d6 on a roll of 17) to all within 60' of the cleric. Any who are in range and are innocent (per Referee) are unharmed. A save vs. paralysis for 1/2 damage is allowed for any who aren't.

18+ Perun tosses three golden apples into the sky. They return as ball lightning, like in results #15-17 above, but this time affecting a greater area. Each falls to ground somewhere within 300' of where this test occurs, centering on a random, unlucky target, doing 8d6 damage to all within a 60' area and who aren't innocent. For every test result over 18, increase the total test area by 30', the ball lightning damage by 1d6, and the radius of each strike by 10'.  Grooms, stalls, and wedding guests seem to be preferred targets.


DCC RPG Conversion Notes
Referee= Judge
Turn ability= Turn Unholy ability
Save vs. spell= make a Will save DC 15
Save vs. paralysis= make a Reflex save DC 15
Constitution= Stamina



 

Wednesday, August 28, 2019

Clerics of Perun, Part II

Magical Side-Effects
The power of Perun thunders throughout his faithful's spells. Roll 1d12.

1. Gifts of Rod: Perun asks for an offering of meat, honey, or apples for the magic to work. If not, then expect a downpour within the next 1d6 turns. 

2. Guardian's Calm: It is now a weapon that the spell requires, lain down for Perun for the next 1d6 turns at least. Still, the arrival of a chaotic, dark, watery, or serpentine being to fight will allow it to be used before then. 

3. Oaken Oaths: If the spell is meant to benefit the target, then it will only work if they have broken no oaths, stolen, nor treated prisoners badly within the last 1d6 days (a base 50% chance per day if unknown). If not, then the spell will only harm those who have.

4. Great Pause: The magic will occur after 1d3 rounds pass. If there is a storm nearby though (a base 15% chance), then it will happen right away.

5. Thunder Strikes: A great rumble resounds, causing all within 60' who wield an axe to do +1 damage for the next 1d6 rounds.

6-8. Standard Casting: The spell works without side-effect this time. 

9. Woe Unto Liars: The magic is cast at double its effect, range, or duration, but only if the cleric has been faithful in following Perun's tenets. If not, then it fails.

10-11. Strike the Dragon: The spell can be doubled in effect, range, or duration if used to fight a dark, chaotic, watery, or serpentine being or to heal the harm caused by one. Otherwise, it functions as normal. 

12. Blessed by the Thunder God: 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 dark, chaotic, watery, or serpentine being (pick one each time this result occurs) for the next 1d6 turns


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


Next week: Clerics of Perun, Part III!


And a special announcement: the revisions for Volume II are now up! For the next 24 hours, both the Labyrinth Lord and DCC RPG versions are available at 50% off for those who don't have their copy yet! For those who do, enjoy the update for free.

The print-on-demand versions will also be taken down until they can be updated too...

https://duckduckgo.com/?q=osrdan+game+drivethru&t=ffab&ia=web






Tuesday, August 20, 2019

Clerics of Perun, Part I

Perun
Lawful Slavic God of Thunder

Tenets of Perun
* Seek out evil and chaos
* Smash it when you find it!
* Follow Rod's cosmic order
* Respect oaths, prisoners
* Enjoy the wild places too

Clerics of Perun
Special: Perun is served by clerics and volkhvs (slavic priests).
Allowed Weapons: Axe, mace, sling, sword, bow
Allowed Armor: Studded leather or lighter
Symbol: Axe, Thunderbolts, Golden Apples, Oak
Can Turn: Chaotic, dark, serpentine, and/or watery beings
Perun Mysteries: Clerics of Perun can reroll a failed save when fighting a chaotic, dark, serpentine, and/ or watery being, though they must abide by the second result. They may do so up to thrice per day per level.




Next week: Clerics of Perun, Part II!

Wednesday, August 14, 2019

Upcoming Volume II Revision

An updated version of Volume II will be released sometime in the next few weeks for both Labyrinth Lord and DCC RPG (the latter pending approval). Those of you who already have a pdf version will be able to of course upload the newest version from Drivethru for free. For those who don't, have no fear: I'll offer it for a reduced price for 24 hours to fans of this website upon its release. Stay tuned for the announcement and that special deal.

So what's different? Apart from fixing a few typos and clearing up some wording, the major change is turning Healing Side-Effects into Magical Side-Effects. Just like with Volume I last year, I modified the side-effects so they can apply to all spells, though depending on the roll made, each time the side-effects may not apply. This helps to keep each spell interesting and exciting to cast, even if the result is no side-effect. They are also constructed to maintain the general Roman focus on proper ritual and the general Celtic focus on natural place.

Otherwise, some tests and spell lists have been updated, along with more magical side-effect options for priests, mystics, shamans, and  witches. Last, some quick rules will be available for generating avatars!


Next week: we begin our series on Slavic divinities, starting with Perun!
 

Wednesday, August 7, 2019

Spirit Encounters V: Reactions

And just how will spirits react? If unsure, it depends on the one approaching them. For one who is (a/an)...

Ancestral Spirits
Traditional type and also one of their descendants (roll 1d6): [1-5] helpful, [6] ignore
Traditional type or one of their descendants (roll 1d6): [1-3] helpful, [4] chastise, [5-6] ignore
Untraditional type or a descendant of one of their enemies (roll 1d6): [1-3] attack, [4] chastise, [5-6] ignore
Untraditional type and a descendant of one of their enemies (roll 1d6): [1-5] attack, [6] ignore
None of the above (roll 1d6): [1] chastise, [2-6] ignore

*Traditional types: put the old ways, customs, and family first.
*Descendants: if unknown, there's a base 15% chance of an individual being related to an ancestral spirit or one of its enemies (equal chance of either).
*Untraditional types: openly scoff at the old ways, customs, and putting family first.


Angelic Spirits
Moral and lawful person (roll 1d8): [1-7] helpful, [8] ignore
Moral or lawful person (roll 1d6): [1-3] helpful, [4-5] chastise, [6] ignore
Immoral or chaotic person (roll 1d6): [1-2] attack, [3-4] ignore, [5-6] chastise
Immoral and chaotic person (roll 1d8): [1-7] attack, [8] chastise
None of the above (roll 1d8): [1] helpful, [2-7] ignore, [8] chastise


Demonic Spirits
Moral and lawful person (roll 1d6): [1-3] ignore, [4] tempt, [5-6] flee
Moral or lawful person (roll 1d6): [1-3] torment, [4-5] tempt, [6] attack
Immoral or chaotic person (roll 1d6): [1-2] torment, [3-4] tempt, [5-6] attack
Immoral and chaotic person (roll 1d6): [1] torment, [2-4] tempt, [5-6] attack
None of the above (roll 1d8): [1-2] torment, [3-4] tempt, [5-7] ignore, [8] attack


Elemental Spirits (roll 1d4 for type: (1) fire, (2) water, (3) earth, (4) air)
Of a personality type or nature that matches the element type (roll 1d6): [1-4] helpful, [5-6] ignore
Of a personality type or nature that matches the opposing element type (roll 1d6): [1-4] attack, [5-6] ignore  
None of the above (roll 1d6): [1] attack, [2-6] ignore


Fair Maiden Spirits
Patient and insightful (2 passed Wisdom checks*) (roll 1d8): [1-7] helpful, [8] avoid
Patient or insightful (1 passed Wisdom check*) (roll 1d6): [1-4] helpful, [5-6] avoid
Impatient or brazen (1 failed Wisdom check*) (roll 1d6): [1-4] avoid, [4-6] captivate
Impatient and brazen (2 failed Wisdom checks*) (roll 1d6): [1-2] avoid, [3-6] captivate
None of the above; not likely to make Wisdom checks (roll 1d6): [1] helpful, [3-5] ignore, [6] captivate

*For DCC RPG, can use Will saves DC 15 instead of Wisdom checks.


Fey Spirits
Whimsical, light of heart, or made an attempt at placation (roll 1d8): [1-5] helpful, [6-7] ignore, [8] mischief
All others (roll 1d8): [1-2] helpful, [3-4] ignore, [5-8] mischief


Nature Spirits
Quite at home in nature and/or follows a nature divinity (roll 1d12): [1-4] helpful, [5-11] ignore, [12] attack
All others (roll 1d12): [1-2] helpful, [3-10] ignore, [11-12] attack

 
Totemic Spirits (roll 1d8 for type: [1] bear, [2] boar, [3] wolf, [4] lion, [5] stag, [6] bull, [7] eagle, [8] other) 
Emulates and/or supports the matching beast (roll 1d6): [1-5] helpful, [6] ignore
All others (roll 1d6): [1] helpful, [2-6] ignore

Note: if sufficiently antagonized, a totemic spirit will help one of the antagonizer's enemies.


Undead Spirits
Responsible for undead spirit's original/mortal death (roll 1d12): [1] scare, [2-12] attack!
Related to or friends with the one who caused spirit's original/mortal death (roll 1d8): [1-3] scare, [4-8] attack 
Bathing alone (roll 1d6): [1-2] scare, [3-6] attack 
Any others during daytime (roll 1d6): [1-3] ignore, [4] scare, [5-6] flee
Any others during night (roll 1d6): [1] ignore, [2-3] scare, [4-6] attack


Spirit Actions
For specifics on how spirits can be helpful, see spirit boons in Volume II.

For those who attack, see Part I, II, III, or IV of this series or refer to landvaettir in Volume I for lighter spirits, the tests of Orcus in Volume II for darker ones. However they inflict harm, spirits will likely keep at it until either they are appeased or the target leaves the area. Remember that spirits can usually only be harmed by being turned or by other spirits or ethereal beings. Note that a spirit's attack may include an attempt at possession.

Characters can save vs. spell (or make a Will save DC 15 if using DCC RPG rules) to prevent a spirit from possessing them (where the player loses control of their character), as well as chastisement or torment (character takes a -1d6 penalty to all rolls), temptation (character is compelled to sin), captivation (character is charmed), mischief (see Foul Fey tricks in Volume I), being scared (character must flee the area), and the like.


Next week: Summary of the changes to the upcoming revised version of Volume II!