Wednesday, June 20, 2018

Cleric Encounters: Ra

13th in the gods and goddesses series for Divinities and Cults: Volume III, we have Ra, Egyptian god of the sun, pharaohs, and power.

1. The great light of mighty Ra shines down, bringing warmth and radiance, but also a base 50% chance of sunburn and desiccation.

2. The party uncovers a strange gateway. It leads to a far-off realm related to Ra, beyond the stars. Roll 1d4: [1] Ra’s Morning Barge (Mandjet), [2] Ra’s Nighttime Barge (Mesektet), [3] A domain where bird-headed folk fight crime and debate Law, [4] a world ruled by an Evil Alien Ra impersonator (see #4 below).

3. Ra can be very direct. To punctuate that fact, he blasts the closest Chaotic being in a random direction from the center of the party for 3d6 damage. If it happens to be a party member who is in that direction, closest, and Chaotic, then so much the better!

4. An Evil Alien Ra impersonator occupies the area, polluting the Sun God’s truth with creepy gazing and a weird voice. Treat as a (false) Avatar of Ra, except that it has a human head, its powers come from bizarre, magic-mimicking technology, and it has 2d4 similar cronies (5th level paladin imitators of various other Egyptian divinities) in which it attempts to rule the land.

5. Like the blazing solar disk above, Ra can take many forms, all of them reflecting his potent rulership. For the next 3 hours, all Egyptian cleric-types that the party encounter suffer a -3 to all rolls if they don’t see Ra as (roll 1d3): [1] having a direct relationship with them (Amun), [2] being the sole divinity in existence (Atem), or [3] being self-created and the original being (Atum). If unsure, there is a base 50% chance of an Egyptian cleric-type believing it to be true, though non-Egyptian cleric-types will never believe any of it!

6. The party stumbles across a patrol of Ra’s faithful. It contains 1d4 clerics, 1d4-1 priests, 1d3-1 paladins, and 1d6+2 pious Egyptian warriors. They are on their way to bring the Sun God’s light to the Underworld.

7. A Heliopolis is found, replete with pillars, obelisks, and at least one temple of Ra. It may also be ruined (a base 50% chance), though it will still have much lore and certainly have at least 1 Bennu (phoenix) residing there, since it is a sun city.

8. A cleric of Ra and his entourage (see #6 above) approach the party. He wants them to defeat some followers of (roll 1d6) [1-2] Apep, [3] Set, [4] Ptah or Osiris, [5] Isis or Horus, [6] Reroll twice. If anyone in the party follows that rival god or goddess though, then he will decide to simply defeat them instead!

9. Shimmering and golden, a Uraeus Crown is found. Not only does it grant its wearer a +2 bonus to all rolls to invoke his or her authority, but the serpent upon it can animate for up to 2d3 rounds per day, attacking as a spitting cobra.

10. The party comes across an obelisk. Over 20’ tall, it would be an impressive monument to Ra. The only problem is, it is attuned to Chaos, not Law!

11. An Egyptian war party is on the move. Fittingly enough, the Sun Pharaoh (Ra) is its patron and includes: 1d4 x 10 Egyptian warriors, 2d4 chariots, and a leader with 1d4+2 cleric levels.

12. The party discovers a pyramid! See Volume III for details on how to generate it.

Sample 13th Level Cleric of Ra
Align: L
MV: 40’ (fly 90’ via sun chariot- divine test)
AC: 3
HD: 13
Atk: 1
Dmg: 1d6+3 (+3 staff) or 1d8+2 (+2 khopesh)
SP: Ra turn ability, mysteries (sun beams improved by divine tests), Falcon’s Head, Eye of Ra, Uraeus, Sun Chariot, 40% chance of accidentally shooting someone he looks at and is angry towards with his sun beam
Spells prepared:
1st level: (6+2) Command, Create Water (reverse), Cure Light Wounds (x3), Detect Evil, Floating Disk*, Solar Hands*
2nd level: (5+2) Bless, Find Traps, Hold Person, Resist Fire, Spiritual Weapon, Solar Missile* (x2)
3rd level: (4+1) Continual Light, Cure Blindness (reverse), Hieroglyph of Warding, Clairvoyance*, Solar Ball*
4th Level: (4) Cure Serious Wounds, Exorcise, Arcane Eye*, Polymorph Self (falcon forms only)
5th level: (3) Commune, Cure Critical Wounds, Teleport*
6th level: (2) Find the Path, Disintegrate*
SV: C13
Mor: 10
Possessions: +3 Scale mail, +3 staff, +2 khopesh, 850 gold pieces, 3 random magic items, orders from the Pharaoh, 1d4+1 1st level Ra cleric followers (number varies because he may have accidentally killed some with his sun beams)

Next week: cleric encounters of Thoth!

Wednesday, June 13, 2018

Cleric Encounters: Osiris

12th in the gods and goddesses series for Divinities and Cults: Volume III, we have Osiris, Egyptian god of life, death, growth, & resurrection.

Osiris Encounters
1. The plants are very tall and lush here. Though they reflect the fertility of Osiris, they also (roll 1d4): [1] provide edible sustenance, [2] provide wine-like nectar, [3] make navigation difficult, [4] conceal bandits.

2. The party uncovers a colorful pillar. Being a djed, it is, fittingly enough, sacred to Osiris (as god of the dead). It grants the use of one of his spells up to once per day to a Lawful individual who prays before it. Still, it is the size and mass of an actual pillar, so moving it would require a hefty spine indeed.

3. A mummy shambles forth! Those who are observant (and knowledgeable) will notice that it bears the symbols of Osiris though and the being is actually not evil- unsurprising, since Osiris is a daddy.

4. Like Osiris, a lucky party member fathers a son. There is a 50% chance of him being partially divine and a 50% chance of the party member being dead when he is conceived.

5. A nearby river flows. It also (roll 1d4): [1] is flooding, [2] is running dry, [3] hosts bathing pilgrims, [4] has a coffin floating in it. Whatever the party decides to do, they should make sure they’re not in denial.

6. Unless unconscious already, a random party member immediately falls asleep for the next 5d6 minutes and vividly dreams of the Duat (Egyptian Otherworld). He or she thereafter gains a +1 bonus to all Afterlife Encounters (see Volume III), glancing through a Book of the Dead, conversing with Shabti, and the like. Hopefully, the character’s required unconsciousness won’t cause him or her to have to apply the bonus right away.

7. Whether a wise peasant or divine goddess, the Law of Ma’at sees that justice is done. Osiris applies the same to the party, blessing those who have done no wrong (at least according to the 42 negative confessions) with a +1 to all rolls for the next 24 hours. Particularly evil party members might be punished with the opposite, though with only a base 50% chance since Osiris is a generally forgiving god.

8. A ram-headed humanoid emerges. It may simply be some sort of bestial atavar or minotaur, though it may instead be a servant of Osiris blessed with the Banebdjed divine test (equal chances of either).

9. A number of followers of Osiris are engaged in his Mystery Play. They include 1d4 priests, 1d4-1 monks, and 1d3-1 mystics. In any case, the Osirians will offer their assistance once the performance is over, within 1d4 turns.

10. The next Lawful party member who eats bread and drinks wine has a base 50% chance of receiving a visit from an Osiris Avatar. If that occurs, then he will offer to shepherd him or her with some words of wisdom or even deliver them from some dire or evil threat.

11. Great Osiris waves his crook and flail and the last person or creature that the party had witnessed dying comes back to life. Though mortals might have their opinions about such a turn of events, only Osiris knows the truth.

12. The party is cast into the 12 Hours of Night (Egyptian Underworld). Luckily, they are only there a few moments, taking just 1d6 damage from the ordeal. Osiris hopes the experience will encourage them to keep their hearts light as feathers so they need never return, unless of course they are planning on visiting his house there (which is pleasant).

Sample 12th Level Priest of Osiris
Align: L
MV: 30’
AC: 6
HD: 12 (uses magic-user’s hit die and attack bonus^, modifications from divine tests- see below)
Atk: 1
Dmg: 1d4+1 (+1 Crook of Osiris) or 1d6+1 (+1 Flail of Osiris)- see possessions, below
SP: Osiris turn ability, mysteries, priest rules^, Green Man, Mummy Wrapped, Wenennefer (divine tests), 75% chance of being confused for a monster
Spells prepared:
1st level: (6^+2) Create Water, Cure Light Wounds (x3), Protection from Evil, Purify Food and Drink, EntangleD, Shield*
2nd level: (5+2) Augury, Delay Poison, Hold Person, Holy Chant, BarkskinD, Feign DeathD, Find PlantD
3rd level: (4+1) Cure Blindness, Prayer, Remove Curse, BreathingD, Protection from Normal Missiles*
4th Level: (3) Cure Serious Wounds, Divination, Sticks to Snakes
5th level: (3) Atonement, Dispel Evil, Raise Dead
6th level: (2) Heal, Transport via PlantsD
SV: C12
Mor: 9
Possessions: +2 Bandages (as padded armor), +1 Crook of Osiris (those hit must save vs. death or take 1 Intelligence damage), +1 Flail of Osiris (those hit must save vs. paralysis or lose 5’ of speed), 5 gold pieces, 4 1st level Osiris priest followers

 Next week: cleric encounters of Ra!

Also, print-on-demand for Volume I likely won’t be ready until early July. As a result, I’ll be releasing the revised pdf versions in the next day or so. Those who already have their copies should be able to download the new ones from Drivethru RPG, etc. for free.

Wednesday, June 6, 2018

Cleric Encounters: Isis

11th in the gods and goddesses series for Divinities and Cults: Volume III, we have Isis, Egyptian goddess of kindness, motherhood, & magic.

Isis Encounters
1. Rain falls from the heavens, bringing nourishment and healing 1d6 hit points from Queen Isis above. What is more, it only has a 20% chance of causing a deadly flood.

2. A random female member of the party (or NPC if the party has none) becomes pregnant. Roll 1d6: [1] The child was conceived from a slain father, [2] the mother gains the abilities of a 1st level priestess of Isis until the child is born, [3] the child is bird-headed, [4] the child is an actual Avatar of Horus, [5] reroll 1d4 twice, [6] all of the above.

3. Two great lovers meet and become inseparable. They are certain to create children within a few years’ time, but are also certain to create much intrigue (that will greatly affect the land) much sooner. What is more, there’s a 75% chance that 1d4 followers of Set will work to destroy them.

4. Deranged brigands are, of all things, using the goddess of kindness’s name to wage a campaign of terror! The local temple of (the real) Isis will happily reward any who put a stop to such brigands and are fine if those who do so aren’t kind about it!

5. A strangely shaped ankh is uncovered. Those who are knowledgeable will determine that it is in fact a tyet and it grants the use of a random Isis spell of 1st, 2nd, or 3rd level up to once per day to any who wear it. On the other hand, the lascivious will only stare at it if exposed (save vs. petrification negates), associating it with something (or things) else.

6. A lucky spellcasting party member is blessed by Isis with a +1 caster level for the next 24 hours. He or she must roll on the Alternate Magical Side-Effects table during that time whenever casting a spell though. See Volume III.

7. Seven scorpions join the party during their next rest. They offer their protection (whether the party wants it or not) by happily sparing all who are kind, motherly, and/or magical. They will also happily sting all others.

8. Isis is known throughout many lands, allowing the powers of those who follow her to be quite versatile. As a result, any clerics in the area can immediately decide to permanently swap up to three magical side-effects, divine tests, or spells of hers with those of their own god or goddess, thereby customizing their clerical abilities further. On the other hand, those who already follow Isis can do the same with another divinity they’re familiar with.

9.  A potent and motherly woman arrives. She is (roll 1d8): [1-4] a priestess of Isis, [5-6] a mystic of Isis, 
[7] simply a faithful follower of Isis, [8] an Avatar of Isis. In any case, and due to the light in her eyes, she’s also likely somebody’s darling (or mother- a base 75% chance of each), though she always walks in Egyptian fashion, striking poses upon chariots.

10. A random husband that the party knows is chopped up (to death), thrown in a coffin, and tossed in a river. There’s a base 75% chance of it being done by a follower of Set, but only a base 25% chance of his wife falling to pieces afterwards.

11. The party is invited for dinner by a very matronly hostess. Besides her being an obvious follower of Isis, during the meal it is revealed that (roll 1d6): [1] the food is exceedingly good, [2] her husband is a potent follower of Osiris, [3] her son is a potent follower of Horus, [4] the hostess is a potent follower of Isis too (see #9 above), [5] the hostess insists the party eats more than they want to, [6] reroll twice.

12. Thanks to the mercy of Isis, an oasis is found. Along with offering sanctuary from Set’s deadly desert, it also (roll 1d6): [1] grants a +1 bonus to all spell rolls, [2] has waters that heal all wounds, [3] is guarded by an Egyptian sphinx, [4] has a potent follower of Isis present (see #9 above), [5] houses a temple of Isis with 2d4 potent followers, [6] reroll twice.

Sample 11th Level Priestess of Isis
Align: L
MV: 40’ (fly 70’)
AC: 6
HD: 11 (uses magic-user’s hit die and attack bonus^)
Atk: 1
Dmg: 1d8 (cow horns: can counterattack only)
SP: Isis turn ability, mysteries, priest rules^, Hathor horned, throne crowned, winged arms (divine tests), 75% chance of being unable to fit in enclosed spaces nor run
Spells prepared:
1st level: (6^+2) Command, Cure Light Wounds (x3), Detect Evil, Sanctuary, Divine WeatherD, Mending*
2nd level: (4+2) Bless (x2), Find Traps, Hold Person (x2), Obscuring MistD
3rd level: (4+1) Continual Light, Cure Disease, Dispel Magic, Clairaudience*, Protection from Normal Missiles*
4th Level: (3) Create Food and Water, Cure Serious Wounds, Globe of Invulnerability (Lesser)*
5th level: (2) Commune, Telekinesis*
6th level: (1) Astral Projection
SV: C11
Mor: 10
Possessions: Bracers of armor, fine robes, 206 gold pieces, 1d4 random magic items, 4 Egyptian warrior bodyguards

Next week: priests of Osiris!

Wednesday, May 30, 2018

Cleric Encounters: Horus

10th in the gods and goddesses series for Divinities and Cults: Volume III, we have Horus, Egyptian god of unity, the sky, vengeance, and nobility.

Horus Encounters
1. The sky above changes, reflecting the Eye of Horus gazing down upon mortals, becoming (roll 1d6): [1] clearer, [2] cloudier, [3] windier, [4] calmer, [5] brighter, [6] more colorful. There is also a 50% chance of it triggering a desire for either union or vengeance!

2. During their next battle, the party is assisted or even saved by a mysterious stranger. He turns out to be a (roll 1d6): [1-2] cleric of Horus, [3] monk* of Horus, [4] paladin* of Horus, [5] a noble fighter who follows Horus, or [6] a Horus Avatar.
* As more martial cleric variants, monks and paladins are described in Volume III.

3. 1d4 nobles pass by, accompanied by 1d3 Egyptian warrior bodyguards apiece. Their presence (and likely behavior) triggers a certain emotional desire in the party members (roll 1d6): [1] unity, [2] respect, [3] mild vengeance, [4] moderate vengeance, [5] major vengeance, [6] extreme vengeance! Whether such feelings are focused towards said nobles or on behalf of said nobles is for the Referee to decide.

4. Four canopic jars are discovered. One has the head of a human; the others, a jackal, a baboon, and a hawk. The wise will discern that these represent none other than the Sons of Horus! Possession of them will prevent injury or harm coming to one’s liver, lungs, stomach, or intestines respectively, allowing for much drinking, inhalation, consumption, and so forth, amongst other things...

5. The party comes across an Egyptian war-party. It contains the following roster and is likely not here for fun (a base 85% chance): 3d4 Egyptian warriors, 2d4 archers, 1d4-1 chariots, and a heroic follower of Horus as leader (see #2 above for his class, though he won’t be mysterious).

6. Someone needs to be punished! The violator is a (roll 1d6): [1] whore (never to be confused with Horus!), [2] defiler, [3] upstart, [4] liar, [5] thief, [6] follower of Set. If unable to give them their just deserts by sunset (especially followers of Set, since they belong in the desert!), then each member of the party must save vs. paralysis or resort to drink.

7.  Someone must be unified! The violator is a (roll 1d6): [1] whore, [2] defiler, [3] upstart, [4] liar, [5] thief, [6] follower of Set. If unable to make them appreciate the value of lawful, noble cooperation by sunrise, then each member of the party must save vs. paralysis or resort to vengeance (as per #6 above)!

8. A strangely curved, yet magic sword comes into a lucky party member’s possession (a Khopesh). It can be used as either a scimitar or a hand axe each round and has a dweomer of (roll 1d6); [1-4] +1, [5-6} +2. But unless the character is specially trained in its use, he or she has a base 50% chance of accidentally injuring him or herself with it or even damaging the weapon on a critical miss.

9. The party spots an enormous firebird up ahead. Though it might seem fearsome (and its eggs priceless), the noble phoenix (a.k.a. bennu) will only breathe its incredibly hot fire on those upstarts who disturb its peace.

10. A great betrayal occurs. An unlucky party member either turns on others or is him or herself betrayed by some other (equal chance of either). In any case, Horus would never favor such heresy!

11. A child is born. Though he will invariably have a sidelock of hair, he will also have an increasing number of the following traits (roll 1d6): [1] a hawk head, [2] mother is a priestess of Isis, [3] father is a priest of Osiris, [4] is of noble birth, [5] has a bone to pick with Set and his followers, [6] is actually an Avatar of Horus (the Younger).

12. A dastardly follower of Set challenges the party, singling out any followers of Horus, Isis, or Osiris first. He wishes to engage in an unpleasant competition that involves (roll 1d6): [1] semen, [2] boats, 
[3] lettuce, [4] the desert, [5] Upper or Lower Egypt, [6] reroll twice.

Sample 10th Level Paladin of Horus
Align: L
MV: 40’, (fly 70’)
AC: 0
HD: 10 (uses fighter’s attack bonus)
Atk: 1
Dmg: 1d6+3 (Khopesh)
SP: Horus paladin smite ability, paladin rules^, falcon wings, falcon crown, Hapy (divine tests), 50% chance of being confused for a monster by those unfamiliar with Horus’s cult
Spells prepared (Paladins can only know 1st level spells, which they can each cast up to twice per day):
1st level: Command, Cure Light Wounds, Detect Evil, Light, Protection from Evil, Remove Fear (reversible), Animal CompanionD (avian), Detect Snares and PitsD, Divine WeatherD   
SV: C10
Mor: 11
Possessions: +2 Scale mail & shield, +2 Khopesh, Horus crown, 108 gold pieces, list of local nobles, list of those to seek vengeance upon, heavy drink

Next week: priestesses of Isis!

Wednesday, May 23, 2018

Summary of Updates to Volume I

 Apart from converting healing side-effects to magical side-effects (detailed here), I've made a number of other improvements to the Divinities & Cults: Volume I versions.

1. Fixed a bunch of typos and grammatical issues, including dreaded comma usage (or non-usage).

2. Shortened and clarified a number of sections while maintaining the best parts.

3. For rules where casting rolls are mentioned, made it more clear that they are optional (for the Labyrinth Lord version; DCC RPG always has spell checks) by referring to modifiers as ‘spell rolls’ rather than casting rolls. This way, those who don’t wish to use casting rolls can simply add the value to another roll for the spell.

4. Included extra art and improved formatting for the DCC RPG version (Labyrinth Lord already got most of these in previous revisions).

5. Divine Tests that take away spells now (in most cases) don’t let them automatically return the next day. In playtesting earlier this year, this change was found to be more fun since it compels cleric characters to engage in certain activities deemed appropriate by their divinity, rather than just wait until the next day.

6. Revised a few spell lists, especially to bring the Labyrinth Lord and DCC RPG ones closer together (though they’re still different).

7. Making both versions available in print-on-demand. Until now, the Swords & Wizardry version was the only way to get Volume I in print. Now it should be available soon for both Labyrinth Lord & DCC RPG once they have been converted...

In any case, those who’ve already purchased their pdf’s of Volume I should get the updated versions for free on Drivethru RPG and the like when they're available, which should be sometime in the next week or so.

Next week: we return to cleric encounters, with Horus!

Wednesday, May 16, 2018

Cleric Encounters: Bast

9th in the gods and goddesses series for Divinities and Cults: Volume III, we have Bast, Egyptian goddess of cats, protection, and luxury.

Bast Encounters
1. A sleek, leather-clad woman approaches. It may be later revealed that she is a (roll 1d6): [1] cleric of Bast, [2] priestess of Bast, [3] thief, [4] multiclass cleric-thief of Bast, 
[5] simply a faithful follower of Bast, or 
[6] a Bast Avatar. In any case, she may give a lucky party member a tongue bath.

2. A luxury is found. It is (roll 1d8): 
[1] a sistrum (shaker-rattle), [2] jewels, 
[3] a fine garment, [4] an alabaster jar, 
[5] perfume, [6] a luxurious piece of furniture, [7] ointment, or [8] a fine ornament. To the right buyer, it is worth 1d6 x 100 gold pieces, though the one who finds it must save vs. death to part with it.

3. When the party is next home (or at an Inn or other home away from home), an intruder is found! It will have an HD equal to the highest level in the party, though that can be halved if any faithful of Bast are present.

4. With a mighty roar, a huge lion with a remarkable head comes into view. Roll 1d4: [1] male head w/ headdress, [2] female head w/ headdress, [3] hawk’s head, or [4] ram’s head. It is an Egyptian Sphinx and it doesn’t care for riddles or showing off its bosom!

5. Even if not at an Inn, a random lucky party member has an ‘Inncounter’ (per Volume III). Whether it be a fine guest or a catty drink, it is sure to be memorable and sacred to Bast.

6. Bast has many children and one affects the party now (roll 1d4): [1] Mau: a slain cat is found- should it be avenged? [2] Mafdet: fight a serpent with an HD equal to the lowest party member’s level, 
[3] Nefertem: something sweet can be smelled, or [4] Maahes: the next being the party encounters turns into a catfight at least.

7.  Suddenly, a random party member begins to shudder and choke. It turns out that they are trying to cough up a hairball! He or she must make a Constitution check each round to spit it out or take 1d4 damage. Having someone faithful to Bast around grants a +4 bonus to the check though, since they are used to such things.

8. A great threat to home and comfort is revealed (roll 1d4): [1] stinging vermin, [2] many serpents, 
[3] noisy cultists with fanatic beliefs, or [4] greedy merchants. Whatever the case, Bast will smile upon (and even offer her aid if necessary) to those who put a stop to it.

9. Leaping from a hidden spot, a cat-woman is revealed! Though her claws and bestial features may cause those not familiar with Bast’s faith to see her as a monster, her very nature is very alluring regardless.  Still, she has a base 75% chance of acting only in her own interests each round, so she might be hard to fathom in any case.

10. The party becomes subject to a game of cat-and-mouse. Something seems to be stalking them, only to become elusive when attempts are made to stalk it in return. The prowler turns out to be a cleric of Sekhmet, very similar to Bast, though emphasizing lion qualities and much less domesticity.

11. A festival occurs! Like at Bubastis, men and women enjoy music, river-lounging, much drinking, and even occasional flashing. They converge on a temple of Bast (see Volume III for more on Egyptian Temples). As for the participants, it’s unclear where they come from, but they certainly do come.

12. Bast’s bust! Whether a statuette, the real thing, or an illustration, all male members of the party must save vs. paralysis or have to remain transfixed, staring. Females and those who follow Bast (even if the bust isn’t of hers) are immune, thanks to being used to such things.

Sample 9th Level Priestess of Bast
Align: N
MV: 40’
AC: 5
HD: 9 (hit die and attack as a magic-user^)
Atk: 2
Dmg: 1d3+1 (claw) & 1d4+3 (whip)
SP: Bast turn ability, mysteries, priest rules^, cat eyes, cat body, way of Sekhmet I (divine tests), 50% chance of acting in an impulsive and selfish way each encounter
Spells prepared:
1st level: Cure Light Wounds (x2)^, Detect Magic, Protection from Evil, Sanctuary, Allure*, Charm Person*, Pass without TraceD, Hold Portal*
2nd level: Augury, Bless, Delay Poison, Speak with Animals (felines), Charm Person or MammalD, Knock*
3rd level: Cure Blindness, Locate Object, Remove Curse, Suggestion*
4th Level: Cure Serious Wounds, Neutralize Poison
5th level: Secret Chest*
SV: C9
Mor: 9
Possessions: +2 Leather armor, holy symbol, +2 whip, 199 gold pieces. fine garments, sistrum

Next week: we take a look at some more of the Volume I revisions (for Labyrinth Lord and DCC RPG), which should be available in PDF and print-on-demand soon!

Wednesday, May 9, 2018

Cleric Encounters: Anubis

8th in the gods and goddesses series for Divinities and Cults: Volume III, we have Anubis, Egyptian god of the dead.

Anubis Encounters
1. A dread and menacing aura can be felt. Is the god of death angry or merely watchful? In fact, there is an equal chance of either being the case.

2. Stories of strange, leaping dog men, rumored to be followers of Anubis, are heard. Investigation will show that they are actually Uridimmu, though the real followers of Anubis will be very interested in quieting such noisy dogs.

3. The party comes across a ceremony amidst a gravesite. It is a cleric of Anubis and his entourage administering final rites. If the party is respectful, then the cleric may lend them some assistance afterwards (a base 50% chance). If not, then the party might need some final rites administered of their own!

4. Suddenly, a black dog or jackal is spotted. If followed, it will either lead the party to (roll 1d4): [1] a grave, [2] a tomb, 
[3] a pyramid, [4] undead (to be slain). In any case, when it comes to serving Anubis, the beast can’t get its fill.

5. A tomb is uncovered! It is guarded by either a (roll 1d4): [1] cleric of Anubis, [2] priest of Anubis, 
[3] monk of Anubis, [4] Avatar of Anubis. He will attempt to stop all non-faithful from entering. Otherwise, Tomb Encounters in Volume III would be a great way to generate the rest of the place.

6. As fate would have it, a random NPC turns out to be partially mummified (but still alive). He or she is a secret servant of Anubis and has been affected by one of his divine tests. Any accusations that the NPC is undead will be met with fierce denials though, and likely biting.

7.  Running across a strange, stuffed animal skin, the party may learn that it is in fact an Imiut Fetish. Sacred to Anubis, the skin also has a base 25% chance of being magical, allowing its user to cast a random 2nd level spell from Anubis’s list, as long as it’s not used to help grave robbers or the undead.

8. The local villagers are terrified of some rampaging crocodile-headed, lion-hippo monster that regurgitates those it swallows as animate dead. Despite any assumptions that it is the delusion of some peasant’s drunken stupor, the beast is actually real- an ammit, in fact- and any faithful of Anubis would like to find out just how it escaped the underworld.

9. A ghost is apparently haunting the area. Those brave enough to face it will find it to actually only be some old, mortal man engaged in a hoax. The local priesthood of Anubis would be very pleased in punishing such an evil-doer, especially one who would make such a mockery of the dead, and also pleased with anyone who unmasks him.

10. The party awakes to darkness. Somehow finding light, it is shown that they have been entombed! They only have 4d4 turns to escape before they run out of air, unless of course, the partially-mummified monk of Anubis ordered to keep them there stops them first.

11. A great terror is lurking the land. The party may find it and see it to be a mummy, but it is no ordinary one, for it is an Egyptian mummy! It likely is only upset (and therefore lurking) over having its tomb defiled, though its real motivations depend on which deity it serves (roll 1d4): [1] Anubis, 
[2] Osiris, [3] Ra, [4] Set.

12. The next character who dies must have his or her heart weighed by Anubis.  If it is light enough (per Referee), then they enter a happy Afterlife. If not, then it is consumed by Ammit! See also Afterlife Encounters and Near Death Experiences in Volume III for additional details.

Sample 8th Level Cleric of Anubis
Align: L
MV: 40’
AC: 6
HD: 8
Atk: 2
Dmg: 1d3 (bite) & 1d8+2 (flail) or 1d6+1 (crook)
SP: Anubis turn ability, mysteries, jackal's head and jackal’s feet (divine tests)
Spells prepared:
1st level: 4+2 Cure Light Wounds, Detect Evil, Remove Fear (reverse), Locate CreatureD, Pass without TraceDHold Portal*
2nd level: 4+2 Find Traps, Resist Fire, Reveal Charm, Silence 15’ Radius, Speak with Animal (canids), Scare*
3rd level: 3+1 Cure Disease, Dispel Magic, Hieroglyph of Warding, Speak with Dead
4th Level: 2 Cure Serious Wounds, Exorcise
SV: C8
Mor: 11
Possessions: +2 Hide armor, holy symbol, +2 flail, 125 gold pieces

Next week: cleric encounters, Bast!

Wednesday, May 2, 2018

Converting Healing Side-Effects to Magical Side-Effects

Along with a number of other updates and fixes being made to Volume I (both the Labyrinth Lord and DCC RPG versions), divinity magic is being adjusted so as to now affect all cleric spells. This change not only allows the magic of followers of say, Apollo and Thor to be somewhat different when they heal, but also when they cast divinatory, transportive, or other spells too. What is more, some magical side-effects may or may not apply depending on whether the spell is intended to help or harm the target.

As in Volume III, there’s a pattern to magical side-effects, though for the Volume I revision, they will follow a different arrangement, reflecting how Greek and Norse magic varies from Egyptian and Mesopotamian magic. Still, there will be a great deal of variety even amongst gods and goddesses of the same culture. In addition, some of these results won’t be the same if the divinity is dark or otherwise unusual.

1. The magic will either require a certain purpose be fulfilled (if Greek) or cause hit point damage (if Norse). This result reflects the personal interest Greek divinities can take with mortals, as well as the somewhat harsh and grim nature of Norse myths. In any case, both can be remedied with an appropriate sacrifice.

2-5. Something unfortunate may befall the cleric or the spell’s target, depending on whether the spell would be beneficial or not. In some cases, the side-effect can be circumvented depending on the god or goddess being invoked and how merciful they are.

6-8. No side-effect.  Occurring less often than in Egyptian and Mesopotamian magic, this reflects how Greek and Norse magic has more variation thanks to the greater variety of locations where it’s practiced and it occurring later in history.

9. The spell gains a 50% bonus to one of its aspects, but also comes along with a requirement. Fate is very important to both the Greeks and the Norse, though the Greek requirement will likely be more philosophical, while the Norse one will be more practical.

10. The spell gains a 50% bonus to one of its aspects if used along with an optional requirement. This typically involves behaving in a way smiled upon by the god or goddess. The Greeks and Norse often have a personal connection to their divinities which is reflected in this result.

11. One of the spell’s aspects is doubled if a requirement is met- usually the presence of an item or force sacred to the divinity.

12. One of the spell’s aspects is automatically doubled and can either be cast again that day (if using Labyrinth Lord rules) or gain a +2 bonus to its spell check (if using DCC RPG rules). In addition, it grants an extra bonus if the spell is meant to be beneficial to the target. Dark or harsh divinities will likely not allow this though.

That should give you a general idea of the main updates being made to Volume I. Remember that those who’ve already purchased their copies will of course get the updated versions for free on Drivethru RPG when they’re available, sometime near the end of May. They should also be available in print-on-demand too.

Stay tuned to for the latest updates.

Next week, we continue our series on cleric encounters with Anubis!

Wednesday, April 25, 2018

Cleric Encounters: Utu

7th in the gods and goddesses series for Divinities and Cults: Volume III, we have Utu, Mesopotamian god of the sun, truth, law, & justice.

And if you haven’t gotten your copy yet, you should! The Labyrinth Lord version is available now.

Utu Encounters
1. Bright light fills the area- is it the sun or another divine manifestation? Unless those who see it are followers of Utu or some other solar deity, they will be blinded for the next 1d20 rounds. Any beings of darkness take 4d20 damage.

2. Two individuals stand facing each other. They stare angrily with weapons at their sides, but those weapons are still sheathed for now. It is nearly high noon. Does the party intervene or run for cover?

3.  A cleric of Utu offers to accompany and assist the party in their quest. It soon becomes obvious though that, thanks to a divine test, his shoulders always shine light like a torch. Though his services might be much appreciated, he may actually hinder tasks that require subterfuge...

4. Signs for missing people are posted along the side of the road. Inquiry reveals that a troupe of horse-riding rakes is somehow involved. Further investigation shows that they are not only lawbreakers responsible for all the lost boys in this beachlike area, but are also foul creatures of darkness too (vampires)! Two adolescent followers of Utu might be the party's only hope.

5.  A snake, a bird, and a minor demon walk up to a willow tree. The snake must be killed, though the bird and minor demon can be driven off easily with enough yelling. Afterwards, there’s a 75% chance of a priestess of Ishtar arriving in order to command the party to turn the tree into her throne- all in the name of Utu! If so, then there’s a 100% chance she’s not joking.

6. Sounds of battle ring out up ahead. An armored hero is fighting some sort of winged dog-beast... and he is losing! Does the party intervene? If they do, they discover the hero to be a paladin of Utu and the monster to be a dreaded anzu!

7.  An attractive woman chooses to accompany a lucky male member of the party. She is actually a (roll 1d3): [1] Naditu (temple nun), [2] Shamhat (temple prostitute), or [3] priestess of Utu. In any case, she is likely also ‘brilliant’ and/or a ‘lioness’ (75% chance of each), no matter what her vows are.

8. The nearby folk have become entranced by strange boxes that show dancing images to those that look within them. The local lord (a devotee of Utu) has grown concerned, since the folk no longer work, but instead only lay about all day and stare. The boxes turn out to be the sorcerous work of the insidious demon lord Ghul-Ghul, who wishes to lull the land into weakness and thereby allow an invasion of Ugallu (lion men) and Uridimmu (dog men) to commence uncontested. That the name for the boxes sounds much like ‘Utu’ only makes matters worse.

9. The party stumbles across a grandiose hat. Unless already obvious, sages will show it to be that of a Mesopotamian god (for it is horned w/ a brim, etc.) and it allows the wearer to cast a random 1st level spell from Utu’s list up to three times per day.

10. Bathed in radiant sunlight, a Mesopotamian white temple is spotted up ahead. It either (roll 1d4): 
[1] is under siege by 3d6 Kulullu (fish men), [2] is hosting a celebration of 4d6 humans, [3] appears deserted, [4] seems normal. See also Mesopotamian Temples in Volume III, listed under Utu, for more details.

11. Suddenly, a golden chariot appears, piloted by a lone and shining individual. He is a (roll 1d4): 
[1] cleric of Utu, [2] priest of Utu, [3] paladin of Utu, [4] Avatar of Utu. If the party has been following the cause of Law and Justice then he will bestow a blessing upon them. If not, then he will attack!

12. Utu takes direct interest in the party’s affairs. If they are traveling and already on a quest, then he will aid them (see his divine test 17+ for ideas). If not, then he will set them on a quest and then give the aid anyway.

Sample 7th Level Cleric of Utu
Align: L
MV: 40’
AC: 2
HD: 7
Atk: 1
Dmg: 1d6+3 (saw-sword) or 1d6+2 (javelin)
SP: Utu turn ability, mysteries, must see the dawn and must ride west in a chariot for 1 turn each day (divine tests)
Spells prepared:
1st level: Command, Cure Light Wounds, Detect Evil, Light, Solar Missile* (x2)
2nd level: Know Alignment, Hold Person, Resist Fire, Spiritual Weapon (x2)
3rd level: Cure Blindness, Hold Animal, Sunbolt*
4th Level: Cure Serious Wounds
SV: C7
Mor: 11
Possessions: +3 Scale mail, holy symbol, +2 saw-sword (treat as short sword), +1 javelin (x7), riding horse (HD 2) and light chariot, 177 gold pieces

Next week: we take a short break from cleric encounters to take a look at how to convert Healing Side-Effects to Magical Side-Effects, a modification currently being made to Volume I (for both Labyrinth Lord & DCC RPG)...

Saturday, April 21, 2018

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


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

Nanna Encounters
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
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
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!