Wednesday, November 6, 2019

Clerics of Veles, Part II


Magical Side-Effects
Underwordly chaos from the magic-man rings true. Those who would harness it must see what's required, two. Roll on the following tables (Flow and Form), combining them to determine the spell's magical side-effect, if you do. 

For example, a roll of 2 on Flow and 4 on Form would indicate that if serpents or hairy beasts aren't within range, then the spell only works at 50% its usual potency. On the other hand, a roll of 7 on Flow and 1 on Form would mean that if the cleric is underground when casting the spell, then an aspect of it can be doubled and it is not expended that day...

FLOW (d8)
1. Give Unto Me: The spell requires the Form rolled in order to function. It will only do so once it is provided.

2. It Would Behoove You: If the Form isn't available, the spell works at just 50% its normal strength.

3-6. Nothing Yet: The spell works normally this time; no need to roll for Form.

7. A Wise Choice: If the Form is available, the spell's effect, range, or duration can be doubled. If not, then the spell has a 50/50 chance of either still being able to work normally or won't work this time at all!

8. Potent: The spell occurs for twice its usual effect, range, or duration, and it is not expended for the day. The cleric also gains the ability to sense the direction to the nearest Form rolled for the next 1d6 turns.


FORM (d6)
1. Under: The cleric is either actually in some subterranean place or otherwise very well-hidden from the eyes of Law.  

2. Earth: A handful of dirt, soil, or stone is in the cleric's grasp.

3. Water: The cleric is within 30' of some body of water or at least have a pint's worth on him from an underground source.

4. Serpent: Something very serpentine is held by the cleric- living serpents can be within 60'. Other beasts, if hairy, will also do at that range.

5. Cunning: The spell is cast without anyone else noticing, with music, or in some other, especially clever or Chaotic way.

6.  Magic: All magical effects within 120' of the spell's casting works at 1d6 x its normal strength for the next 2d6 rounds (roll for each spell and magic item already present or that enters the area). Ignore the Flow result in this case- the magic flows on its own!


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



Veles Sorcerers
Treat as his clerics, except that they fight as and have the HD of magic-users (DCC wizards), but also have no limit to their daily spells- they can keep casting spells until they wish to stop (or are stopped).

What is more, they roll an additional d10 whenever casting their spells, along with the d8 and d6 on the tables above:
1. The spell triggers a divine test (detailed next week)!
2. The spell may require two Forms to work- roll twice on that table to see which ones.
3. The spell affects a random target within 120' instead.
4-7. The spell  has no additional sorcerous requirement. 
9. The sorcerer automatically casts a random spell on a random target within 120', sometime within the next 1d20 rounds. possibly including himself. 
10. The spell functions at 1d4+1 x it's normal power!


Next week: Clerics of Veles, Part III!



Wednesday, October 30, 2019

Clerics of Veles, Part I



Veles
Chaotic Slavic God of the Underworld, Water, Serpents, & Magic

Tenets of Veles
* Remain below
* Flow and adapt as needed
* Undermine Law's tyranny
* Strike deadly when you must
* Be cunning, revealing your true power

Clerics of Veles
Special: Veles is served by clerics, volkhvs (Slavic oracular priests), and sorcerers (detailed in Part II).
Allowed Weapons: Staff, dagger, sling
Allowed Armor: Hide or lighter
Symbol: Beast, Serpent, Willow
Can Turn: Lawful, bright, stormy, or airy beings.
Veles Mysteries: Clerics of Veles can reroll a spell roll when fighting a lawful, bright, stormy, and/or airy  being, though they must abide by the second result. They may do so up to once per level per day.




Next week: Clerics of Veles, Part II!

Wednesday, October 23, 2019

Priestesses of Lada, Part V

Lada Encounters
Great love can bring a sense of completion, but also great wonder. 

Roll 1d12
1. A random, lucky party member spots an available member of the opposite gender (with a Charisma of 14 +1d4). If they play their cards right, the two will become inseparable lovebirds, enjoying many hot summer nights together, kissing deeply at the slightest provocation (a base 85% chance).

2. Beware! A body of water lies ahead. Those who explore will be relieved to find it to be warm and containing a (roll 1d4): [1] beautiful (and available) woman, [2] pair of lovers, [3] priestesses of Lada (50% chance of her also having a Lado; 50% chance of him being present too), [4] a rusalka- a Slavic nymph.

3. A flaxen-haired maiden approaches a random party member, bestowing a message to help them find love. The maiden is a volkhva (oracular priestess) of Lada of course, and the party member must venture to a/an (roll 1d4): [1] pond, [2] stream, [3] field, or [4] area of brilliant sunshine in order to find their partner. For those who do within 1d20 turns, see result #1 above.
 
4. Joyously dancing, 3d8 Slavs are present at a wedding. Depending on how much Lada has blessed the couple, the bride will either be (roll 1d4): [1] hopelessly devoted, [2] simply in love, [3] somewhat of a challenge, [4] a 'bridezilla'. There's also a base 33% chance of 1d4 rusalka being present too, enjoying whatever unfolds. 

5. A mysterious woman is rumored to be in the area, teaching a special Ladan bonding ritual. Those who find her may undergo it to be forevermore linked to their mate, suffering any harm they might suffer, but also gaining a +1 to all rolls when holding hands.

6.  Strangely, many beautiful flowers grow here. With proper preparation, they can be used to concoct a love potion, though the ones so affected will be under the spell forevermore (a save vs. spell resists).

7. Who is doing all the yelling? Two lovers are at odds with each other, despite their many pleas to Lada. Those who wish to help will eventually uncover that they are being affected by Chernobog, dread lord of darkness (detailed in a later post).

8. All those who are within 1/4 mile (and already besmitten) will experience a change in their lover, possibly providing a challenge that only further guidance from Lada can provide (roll 1d4): [1] falling ill, [2] must spend more time apart, [3] must spend more time together, [4] nymphomania/ satyriasis

9. 2d3 Varangians dwell here, though, unlike many of their kinsfolk, they are generally more peaceful, following Freya and Sif. And although those goddesses are similar to Lada, they are more openly magical and warlike, making them potentially useful allies to Ladans in need of combat aid.

10. Here at this kapische, one blessed by Lada dwells. And though quite beautiful (Charisma 14 +d1d4), she will remain loyal to her Lado, otherwise dispensing healing succor to those who visit and are pure of heart. She turns out to actually be (roll 1d12): [1-3] just a devout follower of Lada, [5-8] a priestess of Lada, [9-10] a volkhva of Lada, [11] a rusalka, [12] an avatar of Lada.

11. A group of 3d4 children are dressed up as kings and queens, visiting those in the area in order to find a grown up to marry to another grown up. These matchmakers approach the party within 2d8 rounds.  

12. Legend is that a fabled 'Lada chariot' is in this very area. Though somewhat compact, it can be driven without mount and handles surprisingly well, moving up to 80' per round.

*If those affected by any of these encounters are faithful followers of Lada (or similar goddess), they can adjust any rolls made on this table by + or - 1.


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



Lyuba, Sample 2nd Level Priestess of Lada
Align: N
MV: 40’
AC: 8
HD: 2
Atk: none
Dmg: none
SP: Lada mysteries, turn ability
Spells prepared: [1st] Cure Light Wounds, Sanctuary, Feather Fall*
SV: C2
Mor: 7

Possessions:  Holy symbol, garland of flowers, pretty dress, love poems from her Lado (Dabroslav, a cleric of Perun), 15 gold pieces


Lyuba, DCC Stats
Init +1
Atk none
AC 11
HD 2d8-1
MV 30’
Act 1d20
SP: Lada mysteries, turn ability
Spells known: [1st] Detect Magic, Holy Sanctuary, Protection from Evil, Second Sight, Water Walk
Ref +2
Fort +0
Will +3
AL N


Next week: clerics of Veles!


Wednesday, October 16, 2019

Priestesses of Lada, Part IV


Priestess Spells (Lada)
Priestesses of Lada have access to the following spells, demonstrating her affinity for flowers, fields, and summer waters- all that love has to offer.

LABYRINTH LORD
1st Level: Create Water, Cure Light Wounds, Detect Magic, Light (can count as sunlight), Protection from Evil (+2 if in the presence of her Lado), Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (save is 4 harder if she's wearing a garland of flowers), Animal Companion (D), Allure*, Charm Person* (but she must remain faithful to her Lado- if she already has one), Dancing Lights*, Feather Fall*

2nd Level: Augury, Bless, Continual Light (can also count as sunlight), Hold Person, Holy Chant, Resist Fire, Reveal Charm, Find Plant (D), Fire Trap (D), Produce Flame (D), Levitate* 

3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Locate Object (if it’s a potential wedding gift), Prayer, Remove Curse, Hold Animal (D), Plant Growth (D), Protection from Fire (D), Water Breathing (D), Suggestion* (as Charm Person*, above) 

4th Level: Create Food and Water, Cure Serious Wounds, Divination, Lower Water, Neutralize Poison, Protection from Evil 10’ Radius (+2 if in the presence of her Lado), Flash Fire (D), Hallucinatory Terrain (D), Teleport* (requires passing through a body of water during summer or one that is otherwise lit by the sun)
 
5th Level: Atonement, Commune, Cure Critical Wounds, Plane Shift (as Teleport*, above), Commune with Nature (D) (only in sunshine, bodies of water, grain fields, or on warm summer nights), Summon Monster (rusalka- Slavic nymph) 

6th Level: Find the Path, Heal, Summon Aerial Servant (appears as a rusalka), Speak with Creatures,Wall of Thorns (D) (also covered in flowers) 

7th Level: Regenerate, Restoration, Wind Walk, Irresistible Dance* (feeling summery and loving), Simulacrum* (who must also remain faithful to her Lado)


DCC RPG
1st Level: Blessing, Detect Magic, Food of the Gods, Holy Sanctuary (save is 4 harder if she's wearing a garland of flowers), Paralysis, Protection from Evil (+2 if in the presence of her Lado), Resist Cold or Heat, Second Sight, Water Walk (as Forest Walk*, but works on bodies of water instead), Animal Summoning*, Cantrip* (dancing lights only), Charm Person* (but she must remain faithful to her Lado- if she already has one)  

2nd Level: Cure Paralysis, Neutralize Poison or Disease, Restore Vitality, Fire Resistance*, Levitate*, Locate Object* (if it’s a potential wedding gift), Monster Summoning* (rusalka- Slavic nymph),

3rd Level: Remove Curse, Consult Spirit* (nature spirits or other water spirits only), Dispel Magic*, Eternal Champion* (summoning and empowering her Lado for the task), Planar Step* (requires passing through a body of water during summer or one that is otherwise lit by the sun), Water Breathing*

4th Level: Sanctify, Levitate*, Phylactery of the Soul* (must kept with her Lado), The Dreaming* (only works during summer, in water, or in direct sunlight)

5th Level:  Loving Summer Bond (as Bottomfeeder Bond*, but works with the summery and beings in love instead- those who feel that way too), Replication* (who must also remain faithful to her Lado)


Next week: priestesses of Lada, Part V!


Wednesday, October 9, 2019

Priestesses of Lada, Part III

Just how bright does the priestess's love shine? Lada will help to show her the way.

Divine Tests
1-4. Where for art my Lado? Unless the priestess actually has her love at her side (or closer), then she suffers a -1d4 penalty to all her rolls for the rest of the day.

5-9. Oh, sweet summer love! The priestess loses access to some of her spells (50% chance for each one), including possibly her turn ability. Roll 1d6 for every one lost to see what she needs to do in order to get it back. Each result will require 3d3 turns to complete, though if her Lado, her love, is in sight when doing so, it only needs to be done for 1d3 turns.
[1] Groom and beautify herself
[2] Bathe in water
[3] Dwell in an open field
[4] Bathe in sunlight
[5] Demonstrate her beauty
[6] Encourage fertility, especially on a warm summer night

10-14. The light shines even more brightly in the priestess, changing her from now on. Roll 1d6.
[1] Her features lighten and brighten, granting her +1 Charisma.
[2] Whenever her Lado is harmed, she suffers a -1 to all her rolls until the next sunrise.
[3] Natural beasts, plants, and weather effects no longer wish to harm her, granting her a +4 AC and/or save bonus in such situations.
[4] She must bathe in either water, sunlight, or her Lado's gaze for at least 1d3 turns each day or take a -2 to all her spell rolls.
[5] Crops and folk grow fertile around her, ensuring a good seeding, harvest, and birth to all within 120' when such things are happening. 
[6] She tends to set things on fire: passions, dry tinder, and the like have a base 25% chance of igniting whenever she first comes within 30' (save vs. spell negates), for she is a summer girl.

15-17. Something may befall her life with her Lado. For if she can't have him, then....? Roll 1d3:
[1] They become married, or if already married, renew their vows. In either case, it will require a daylong celebration to occur sometime within the next month with at least 2d4 guests and 2d100 gold pieces in materials provided for its success. Otherwise, the priestess must roll again for her divine test and with a +5 modifier.
[2] She is now with child and switches to become a priestess of Mokosh (detailed in a few more weeks) during that time. Once the child is born, she may choose to keep primarily following Mokosh or return to Lada.
[3] Her Lado perishes. Unless she finds a new one (or they are reunited in the Afterlife), she will turn to following Baba Yaga (detailed in a few more weeks after Mokosh).

18+ Absence turns the heart into fodder. Lada sees fit to remove the priestess's lover from her life for a time, preventing them from being together (as well as her being able to bypass her magical side-effects and some of her divine test results too). He will be gone for 1d3 days per divine test result, though the reunion will be sunny indeed, granting them both a +1 to all rolls for each day they were separated, showing that he does feel that way too.


DCC RPG Conversion Notes
Charisma= Fellowship
Save vs. spell= make a Will save DC 15


Next week: priestess of Lada, part IV!

Wednesday, October 2, 2019

Priestesses of Lada, Part II

Magical Side-Effects
There's a whole lot of Lada's love, so much so that any of the following magical side-effect results can be ignored if the priestess is holding hands with her Lado, her love, at the time of casting. Otherwise, roll 1d12.

1. Gifts of Rod: Lada requests an offering of grain or even some sort of wedding gift so as to power the spell. If not, then it won't occur until it's given. 

2. Larila: What is summer without the sun? The spell must be cast within the sun's light (no matter the season), or else its effects will only occur when the target is so bathed.

3. Kupala: Water cleanses, heals, sustains. The magic needs it too, or else it will only happen at 1/2 its normal effect if at least a handful isn't present.

4. Kostroma: Upon the grainy meadows we dance and sing. The spell requires being in an open field, visiting one earlier that day, or doing so by the next dawn. If not, then it functions at just 50% power.

5. Lada Lado: Together, life roams free. All courtship and lovemaking rolls within 240' of the place of casting gain a +2 bonus for the next 1d6 hours.

6-8. No Side-Effect: The magic works normally for now. 

9. Rusalka's Way: The spell is cast at double its effect, range, or duration, but only if the priestess has bathed in natural waters and/or clear sunlight that day, or has otherwise communed with nature spirits. If not, then it fails.

10-11. Love in Hand: The magic's effect, range, or duration can be increased two-fold if the priestess's Lado is currently at her side (at least). If not, then it just functions normally. 

12. Blessing of the Summer Queen: The spell occurs for double its normal effect, range, or duration, and it is not expended for the day. The priestess also gains the ability to sense the direction to the nearest member of a loving couple (including her Lado- her own) for the next 1d6 turns


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


Next week: Priestesses of Lada, Part III!



Wednesday, September 25, 2019

Priestess of Lada, Part I

Lada
Neutral Slavic Goddess of Love and Summer

Tenets of Lada
* Be beautiful
* Find a good man, your Lado, to be with
* Enjoy the sun, water, and fields together
* Be fertile and loving
* Make him feel fine, so he returns it throughout time

Priestesses of Lada
Special: Lada is served by priestesses and volkhvas (slavic oracular priestesses). Priests serve Lado, teaching men how to find a reasonably good woman at least.
Allowed Weapons: None
Allowed Armor: None
Symbol: Sun, Water, Crops, Fields
Can Turn: None
Ladan Mysteries: When in the sun, near waters, in a field, amongst crops, or with their love during summertime, priestesses of Lada can reroll a failed save. And though they may only do so up to thrice per day per level, they pick which result they wish to keep.




Next week: Priestesses of Lada, Part II!



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 oracular 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!