Wednesday, May 22, 2019

Divinity Encounters: Vesta

The pure may have just more in store. Find out for sure with these ways of Vesta that endure.

Roll 1d12
1. The party encounters a fair woman dressed in white. She seems very pure and is a (roll 1d8): [1] servant and follower of Vesta, [2] middle-class follower of Vesta, [3] noblewoman follower of Vesta, [4-6] priestess of Vesta, [7] high-level matron priestess of Vesta, [8] Avatar of Vesta. Still, unless she is an actual Avatar, the woman is only 40 + (1d6 x 10)% pure- likely due to her going a little too far in helping those in need.

2. The presence of Vesta is felt strongly now. A random person in the immediate area must save vs. death or go chaste. Though they may wish to remain this way, others may wish to cure them (via removing it as a curse), especially if they themselves follow divinities of love, nature, or fertility, or simply want them for themselves.

3. A condemned man has been set free just for having the luck to run into a priestess of Vesta on his way to the gallows. As for the grave crime he was accused of, he is actually (roll 1d3): [1] completely innocent, [2] somewhat guilty, [3] fully guilty! In any case, the party will likely be hired by those who wish to see that his luck finally runs out.

4.  A communal hearth is under construction here, overseen by 2d4 legionaries and 1d3 faithful ladies of Vesta (see #1 above). They ask the party’s assistance in guarding it for a time from a rampaging manticore that’s been spotted in the area.

5. All fires within 360’ go out. Only a faithful follower of Vesta can relight them and only if those so affected agree to remain chaste or at least dutifully devoted to family life.

6. Seemingly out of nowhere, 1d3 vestal virgins arrive to tend to any of the party’s wounds. Though they may not be that skilled (they only have a basic medical training), their CHA scores of 14 +1d4 certainly helps, especially for their male patients.

7. The party comes upon 1d4 villagers who follow a profession- see Volume II for a generation table. Vesta would hope that it’s something respectable, but they only have a base 50% chance of being so!

8. Though Cybele may not have called a party, a follower of Priapus shows up anyway, ready to bless the first vestal virgin he sees with his mighty endowment. And if the party won’t intervene, only the sound of an ass (donkey) will save her.
Mve: 40’; AC 7 (phallus is AC 9); HD 3; Attk: club; Dmg: 1d4+1; SP: enormous phallus (+5 to all rolls
to those who like such things; -10 for those who don’t; Sve: F3, Mor: 7

9. Could you grab some supplies? The next person to do so will also find the notable presence of penates- Roman household spirits- there. Depending on how chaste or devoted to family life the mortal is, they will either grant him or her +1 to all rolls until the next day or a -1 penalty if they are especially lewd and unfamiliar instead.

10. Vestalia is being celebrated here, with barefoot women coming to ask the goddess to bless their households and families. All who do so have a base 50% chance of gaining a +1 bonus to such domestic rolls for the next 1d4 months if they perform the rituals especially well. Donkeys are also welcome here, but not those who behave like asses.

11. Seeing a light atop shaped in the manner of that which they seek, the party comes upon one Temple Arsenic. Filled with 4d12 attractive women dressed in white (see #1 above), it’s been a long time since they’ve had visitors, especially male ones, and there’s only one punishment for them for showing off such a misleading beacon.

12. A woman in white is being dragged by 3d4 legionaries to a tomb. It is a priestess of Vesta who has been found guilty of the greatest offence. Will the party intervene in order to prevent her from becoming buried alive and thereby earn the ire of the Roman state? After all, she only has a 50% chance of actually having violated her chastity.


DCC RPG Conversion notes
Save vs. death= make a Will save DC 10
Charisma= Personality (or Comeliness: described in Volume I)

Priapan: Init: +2; Atk club +3 melee (1d4+1); AC 12; HD 3d8+3; MV 30’; Act 1d20; SP enormous phallus (+5 to all rolls to those who like such things; -10 for those who don’t; SV Fort +3, Ref -2, Will -2
  


Aelina, Sample 7th Level Priestess of Vesta
Align: L
MV: 40’
AC: 9 (those who wish to harm her must save vs. death to do so)
HD: 7
Atk: 1
Dmg: None
SP: Vestan mysteries, turn ability, priestess abilities
Spells prepared: [1st] Cure Light Wounds (x3), Light, Protection from Evil, Remove Fear, Sanctuary (x2), Hold Portal*
[2nd] Delay Poison, Hold Person, Resist Fire, Reveal Charm
[3rd] Cure Blindness, Glyph of Warding, Remove Curse
[4th] Exorcise
SV: C7
Mor: 6

Possessions:  Holy symbol, white robes that cover much, 55 gold pieces, two 1st level Legionary bodyguards


Aelina, DCC Stats
Init +0
Atk none
AC 10 (those who wish to harm her must make a Will save DC 10 to do so)
HD 7d8
MV 30’
Act 1d20 + 1d16
SP: Vestan mysteries, turn ability, priestess abilities
Spells known: [1st] 7 Holy Sanctuary, Food of the Gods, Paralysis, Resist Cold or Heat, Sequester*, Mending*, Ward Portal*
[2nd] Cure Paralysis, Neutralize Poison or Disease, Restore Vitality, Invisible Companion*
[3rd] Exorcise, Remove Curse, Dispel Magic*, Runic Alphabet (Fey)*
[4th] Control Fire*
Fort +2
Ref +2
Will +4
AL L


Next week: Divinity Encounters, Vulcan!



Wednesday, May 15, 2019

Divinity Encounters: Venus









Beautiful and sensuous, Venus can bring great joy to the loving, but also pain to those who go too far.

Roll 1d12
1. The party encounters an outstandingly attractive woman (Charisma of 15 +1d4). She is (roll 1d6): [1] just walking by, [2] striking a pose, [3] looking for a ‘big, strong, (and fitting) hero’, [4] looking for new clothes, 
[5] bathing (in an appropriate place of course), [6] sleeping (25% chance of being nude). 
She turns out to be a (roll 1d8): 
   [1] normal, albeit gorgeous plebian woman
   [2] lupa (a ‘she-wolf’, lower-class prostitute)
   [3] meretrix (a high-class prostitute)
   [4-5] priestess of Venus 
   [6] normal, albeit gorgeous patrician woman
   [7] nympha (a Roman nymph- see Volume I)
   [8] Avatar of Venus

See Volume I to generate What is So Attractive about her (from the table of that name). There is also a 33% chance that she is accompanied by 1d3 cupids (per result #5 below).

2. The closest person in a random direction is struck by an invisible arrow and falls in love with the closest appropriate person in another random direction. Those present can save vs. spell to spot the cupid who fired it (see result #5 below). And those who love the one who has been given such a change of heart will likely grow jealous (a base 95% chance).

3. The party stumbles across a beautiful shrine to Venus. Along with it being a node (see Volume II), those there can ask the goddess to have an appropriate someone fall in love with them. There’s a 20% chance of her granting the request, along with a 45% chance of her causing the petitioner to undergo one of her divine tests. There’s also a 50% chance of 1d3 outstandingly attractive women being present (see result #1 above).

4.  With ample blood, a bull is being sacrificed in the name of Venus- a Taurobolium. Those walking by must save vs. breath weapon or get some on them, thereby reducing their Charisma by 1d4 until it they can be properly cleansed by someone in love.

5. Out of the corner of their eyes, party members who save vs. spell spot a winged boy fluttering by, armed with bow and arrow. A cupid, he may take interest in those ready for new love and shoot them with an arrow (see #2 above) a base 25% chance. Otherwise, he will flutter away unless implored by a faithful follower of Venus to provide more direct assistance. 
Mve: 80’ (fly); AC 3; HD 1+1; Attk: bow; Dmg: none*; SP: invisible to all who fail to save vs. spell, only harmed by spells and magic weapons, *his arrows cause those struck to save vs. spell or be stunned for 1d4 rounds and then fall in love with the next appropriate person they see; Sve: C9, Mor: 5

6. A strange, large plant is spotted up ahead. In addition to its breathtakingly beautiful flowers, it has the other breathtaking feature of grabbing any who get too close (a save vs. paralysis avoids) and crushing them to death. Once grabbed, the victim takes 2d6 damage per round until either fully consumed or freed. Even stranger, the plant is somehow sacred to Venus. 

7. The evening (or morning) star is spotted directly over a lupanar, a Roman brothel. See Volume II to generate what delights are inside- all (hopefully) appropriate for Venus!

8. Though he may not be a direct descendant of Aeneas, a Roman, male party member receives guidance from Venus in the form of two doves who will guide him to what he seeks. This boon lasts for the rest of the day and if no Romans are present, then the male party member with the highest Charisma will be selected instead.

9. 4d4 hares and 4d4 goats run about this place while 2d4 nude prostitutes dance and engage in mock gladiatorial combat. It is a Floralia- how would the followers of Venus react to such licentiousness? As the party decides, they are struck by 2d4 legumes in playful signs of virility.

10. Here, erotic frescoes and nude statues abound, along with marble tubs of hot water, soft beds, and intoxicating drink. All is designed to relax the body and enliven the senses, though Venus will insist that love and propriety be exhibited rather than lust and carnality (bestowing a divine test if it is not). As 1d3 outstandingly attractive women (see #1 above) arrive to enjoy the area too, any red-blooded males present must certainly resist doing the latter by saving vs. spell!

11. Upon a mountain top, an amazingly gorgeous woman is rumored to reside. Along with her eyes of diamond and radiance of light, she can incite great passion in mortals with just a look, though her 20 Charisma helps as well, driving them ‘bananas’. The cult of Venus would like see her actions curtailed though, for she emphasizes more impropriety than love. Worst yet, she claims to be an avatar of their goddess and has been influencing other faithful and even some Vestal Virgins to engage in repeated, carnal acts. Perhaps she’s actually an avatar of Aphrodite?

12. Beautiful and dignified, a statue of Venus is brought forth in practice of the Veneralia. It is washed and adorned with myrtle by none other than 1d4 outstandingly attractive women (per #1 above). Let us hope that any visitors keep their manners, since even though Venus has a base 25% chance of granting a +2 bonus for the next 24 hours to those who would do better in the affairs of the heart, she would frown on too many improprieties. What is more, 1d4 legionaries (see Volume II for stats) guard the procession, as well. Triple the number of attendants, guards, and chances of the blessing if it happens to be actual Veneralia day. 

DCC RPG Conversion notes

Charisma= Personality (or Comeliness: described in Volume I)
Save vs. spell= make a Will save DC 15
Save vs. paralysis= make a Reflex save DC 15

Cupides: Init: +12; Atk bow +4 ranged (none*); AC 16; HD 1d8+2; MV fly 70’; Act 1d20; SP invisible to all who fail to make a Will save DC 15, only harmed by spells and magic weapons, *his arrows cause those struck to make a Will save DC 15 or be stunned for 1d4 rounds and then fall in love with the next appropriate person they see; SV Fort +2, Ref +15, Will +9
 


Favonia Pudica, Sample 8th Level Priestess of Venus

Align: N
MV: 40’
AC: 9 (those who wish to harm her must save vs. death to do so)
HD: 8
Atk: 1
Dmg: None
SP: Venan mysteries*, turn ability, priestess abilities
Spells prepared: [1st] Cure Light Wounds (x2), Detect Evil, Remove Fear, Sanctuary, Allure* (x2), Charm Person* (x2)
[2nd] Augury, Bless, Hold Person, Reveal Charm
[3rd] Cure Disease, Prayer, Remove Curse, Suggestion*
[4th] Divination, Charm Monster*
SV: C8
Mor: 10

Possessions:  Holy symbol, 5 dresses, 12 pairs of footwear, various jewelry, perfume, and pendants, 108 extra gold pieces, one 1st level Legionary bodyguard


Favonia, DCC Stats

Init +4
Atk none
AC 10 (those who wish to harm her must make a Will save DC 10 to do so)
HD 8d8
MV 30’
Act 1d20 + 1d20
SP: Venan mysteries*, turn ability, priestess abilities
Spells known: [1st] Blessing, Detect Evil, Holy Sanctuary, Protection from Evil, Resist Cold or Heat, Second Sight, Charm Person*, Magic Shield
[2nd] Cure Paralysis, Neutralize Poison or Disease, Restore Vitality, Charming*, Levitate*, Monster Summoning* (nymphs or cupid only)
[3rd] Remove Curse, Consult Spirit* (fair maiden, fey, or nature), Dispel Magic*, Eternal Champion*
[4th] Sanctify, Venus Fire*
Fort +2
Ref +3
Will +4
AL N


Next week: Divinity Encounters, Vesta!


Wednesday, May 8, 2019

Divinity Encounters: Trivia

Come to where all paths meet and find Trivia, Roman Goddess of Witchcraft, Crossroads, & the Night!

 Roll 1d12
1. A black hound barks suddenly, startling those who pass by. It is actually a (roll 1d4): [1-2] guard dog for a follower of Trivia (see #3 below), [3] hound left in sacrifice for Trivia, [4] hellhound (roll for initiative)!

2. One unlucky party member is suddenly turned into an animal (roll 1d6): [1-2] swine, [3] black dog, 
[4] snake, [5] polecat, [6] cat. Investigation reveals that this is the work of a follower of Trivia who feels wronged by them and, unless other restorative magic is used, can only be remedied by making amends.

3. Mysterious and potent, one marked by Trivia watches. She is a (roll 1d8): [1-2] non-magical, though quite resourceful woman who follows Trivia, [3-4] priestess of Trivia, [5-6] witch of Trivia, [7] cleric of Trivia, [8] Avatar of Trivia, and will take a better view of those who go the way in-between, rather than the usual path. What is more, she also has a 33% chance of being trimorphed: having three merged bodies and can cast 3 spells each round, amongst other things...

4. Does this taste strange to you? It is now poisoning that an unlucky party member undergoes, needing to save vs. death or die within 1d6 excruciating rounds. As in #2 above, it is the work of a wronged devotee of Trivia, though trying to make amends afterward will do little good in this case.

5. An emblem of Trivia hangs over the next door that the party encounters. Those who attempt to enter and have engaged in great wrong (a base 75% chance if adult human or humanoid) will suffer an adverse effect (roll 1d3): {1] per #2 above, [2] per #4 above), [3] cannot enter at all (no save). Woe unto such interlopers.

6. A procession of 2d4 pale, but exceedingly beautiful woman bearing torches strolls by. Their lights are strangely maddening, almost as much as their seductive forms. They are Avernales, known to the Greeks as Lampades!
Mve: 40’; AC 9*; HD 2; Attk: torch; Dmg: 1d6; SP: 14+1d4 Charisma, cause those who first see them to save vs. spell or suffer under a Confusion effect, *all those who wish to harm them must save vs. spell first; Sve: C9, Mor: 8

7. The local cult of Trivia approaches the party to spy on a similar, but potentially rival group that has come into the area.  There is a 66% chance that the knowledge they gain will later compel the cult to wish to eliminate them, otherwise they will wish to work together. Roll 1d6: [1] Diana- a Roman Artemis/Trivia sect, [2] the Norse goddess Hel, [3] the Mesopotamian goddess Ereshkigal, [4] the Mesopotamian Goddess Ishtar, [5] the Celtic goddess Morrighan, [6] Hecate- Trivia’s Greek counterpart.

8-9. The party encounters a mysterious woman (see #3 above) who, for a price, will teach any spellcasters how to change one of their magical side-effects to one of her witchy ones. To do so, replace the magical side-effect’s requirement with one below. Actual witches may substitute all of them, though they will likely then get a look of the moon in their eyes.
I. The witch’s skin turns green(er) after casting the spell, penalizing her Charisma rolls made to be diplomatic and attractive by 1 each time it occurs (unless those who encounter her are into such things). Her rolls made to intimidate increase by 1 though, for normal folk will begin to consider her a monster.
II. Special herbs must be brewed beforehand for the spell to work, taking at least 1d6 turns. The higher level the spell, the rarer the herbs need to be.
III. A random telekinetic effect occurs 1d12 turns after casting the spell, moving the closest individual or object in a random direction rapidly 2d6 x 5’ away at a rapid rate. If a collision results, then both the projectile and whatever it hits both take 1d6 damage per 10’ traveled.
IV. The witch takes 1 damage per round when her skin touches fresh water from now on, increasing by 1 for every time she experiences this side effect.
V. For the next 3d6 turns, anyone who touches the witch must save vs. death or be cursed with a -1 penalty to all rolls
VI. Experience a magical side-effect for another divinity who is also served by witches.

10. The party is invited to an evening meal, a Deipnon. Strangely, [1] it will be at a crossroads, [2] garlic, eggs, leeks, and fish are on the menu, [3] one shouldn’t look back once the meal is left for Trivia, because [4] 4d6 zombies show up, as well!

11. The next time they fall asleep, the party travels astrally to join the Wild Hunt. Rather than being led by Cernunnos though, this one is led by Trivia- see Volume II for details.

12.  3d4 mysterious and potent women are in the area (see #3 above for details). Yes: the party has stumbled upon a coven. Their rituals might be eccentric, but they ultimately serve the Law of Trivia, invariably leading to a Great Rite (also detailed in Volume II).


DCC RPG Conversion notes
Save vs. death= Make a Will save DC 10
Save vs. spell= Make a Will save DC 15
Avernales/Lampades: Init: +4; Atk torch +3 melee (1d6) ; AC 10*; HD 2d8; MV 30’; Act 1d20; SP 15+1d4 Personality/Comeliness,  cause those who first  see them to make a Will save DC 20 or act in a random manner for 3d6 rounds, *all those who wish to harm them must make a Will save DC 15 to do so first; SV Fort +5, Ref +9, Will +9


Carvilia, Sample 9th Level Witch of Trivia
Align: L
MV: 40’
AC: 9
HD: 9
Atk: 1
Dmg: 1d4+1 (+2 dagger)
SP: Trivian mysteries, witch abilities
Spells prepared: [1st] Command, Cure Light Wounds, Shield*, Sleep*, Summon Familiar*
[2nd] Bless (Reverse), Hold Person, Spiritual Weapon, ESP*, Levitate*
[3rd] Cure Blindness (Reverse), Speak with Dead, Clairaudience*
[4th] Detect Lie, Summon Monster IV (dog monsters)
[5th] Faithful Hound*
SV: C9
Mor: 9

Possessions:  Holy symbol, +2 dagger, broom of flying, potion of charm, dust of sleep, 2 vials of poison, 206 gold pieces, two 1st level Trivian priestess acolytes


Carvilia, DCC Stats
Init +3
Atk dagger +5 melee (1d4+1)
AC 10)
HD 9d8
MV 30’
Act 1d20 + 1d20
SP: Trivian mysteries, witch abilities
Spells known: [1st] Darkness, Detect Magic, Paralysis, Second Sight, Word of Command, Charm Person, Find Familiar*, Magic Shield*
[2nd] Binding, Curse, Lotus Stare, Curse of Moirae*, ESP*, Monster Summoning* (dog monsters)
[3rd] Speak with the Dead, Spiritual Weapon (held by a phantom), Warp & Weft*, Dispel Magic*, Eldritch Hound*
[4th] Affliction of the Gods, Sanctify, Polymorph*
[5th] Mind Purge*
Fort +2
Ref +3
Will +5
AL L


Next week: Divinity Encounters, Venus!

Wednesday, May 1, 2019

Divinity Encounters: the Morrighan


Whether it be as Badb, Nemain, or Macha, Queen Morrighan is sure to help those who encounter her to meet their fate!

Roll 1d12
1. The Morrighan brings strife to the area, causing all within 1d20 x 20’ to save vs. spell or become at odds with one another for the next 3d6 rounds. Those so disposed will even resort to violence, especially those who follow her.

2. A crow alights on a nearby tree. Of course, it is a personification of Badb, and all who see it and don’t sufficiently fear her must save vs. death or suffer a curse of being unable to get what they want when they want it. The wise would likely flee such a world that would no longer be dear to them, forevermore.

3. Shapely and sky-clad, a warrior-woman kneels up ahead. She is actually a (roll 1d8): 
[1-2] warrior-woman who follows the Morrighan, [3-4] druidess of the Morrighan, [5-6] cleric of the Morrighan, [7] witch of the Morrighan, [8] avatar of the Morrighan in her Nemain aspect. The warrior-woman only responds to a worthy dueling foe and, if they land a hit on her (AC 0) within 3 rounds of fighting, she will agree to train them, just like CĂșchulainn.

4. All hail Macha, the great queen of the land! Any party members who are from the general area gain a +1 to all rolls for the rest of the day, while those who aren’t will suffer a -1 instead. Wherever they are, the results will likely not be plain.

5. A howl in the distance and the party has come upon a dark fen- see Volume II to generate what might be inside. The party may enter, though it will be evil indeed if no one mourned them. Still, there’s a 25% chance per hour spent there that they will find two warrior-women (roll twice on #3 above) wrestling in the mud.

6. Suddenly, everything begins to change. The work of the Phantom Queen, all within 360’ must save vs. paralysis or become (roll 1d3): [1] ethereal- unable to interact with physical beings or objects, [2] terrifying- all who first encounter them must save vs. death or flee, [3] both. Such a nightmare situation lasts for the next 3d6 minutes, though any faithful of the Morrighan may choose to enjoy such a state until dawn.

7. Havoc! In the next battle the party faces, the Morrighan appears, offering herself to one of her followers or the best warrior if none are available. If the one chosen accepts, then he will enjoy her pleasures, but cannot partake in the fighting.  If not, then he will suffer a -6 penalty to all rolls for the battle, as animals appear at inopportune moments to trip him up.

8. Hideous and screaming, a hopping hag accosts the party. Though she may have once been a conscious follower of the Morrighan, her mind is now beyond addled, though she is still considered holy. She will take an interest in a random party member. If treated well, ignoring her smacks and shrieks, then the Morrighan will reward them; if not, then that party member must undergo a divine test!
Mve: 45’; AC 6; HD 2; Attk: 1 smack; Dmg: 1d3; SP: Shriek (3/day)- save vs. death or be unable to act following round; Sve: F3, Mor: 6

9. It becomes known that the only way to stop of fomorian invasion is for one to greatly please a raven-haired warrior-woman (see #3 above). Refer to Victory in Love & War in Volume III to determine if any volunteers can do so. Followers of Celtic gods will gain a +3 bonus to their rolls in this case, +6 if they follow the Dagda, thanks to his and the Morrighan’s notable concubinage in the past.

10. A mysterious woman is spotted washing clothes. She is a (roll 1d4): [1-2] warrior-woman of the Morrighan- roll again on #3 above, [3] hopping hag- see #8 above, [4] Celtic vampress- a Baobhan sidhe (see stats below). Whoever she is, there is a 13% chance, rolled for each party member, that they are fated to die sometime soon (within the next 1d6 turns- per Referee), whether she’ll be the one to actually fulfill it or not.
Mve: 50’; AC 3; HD 8; Attk: 1 bite or slap; Dmg: 1d6 or 2d6; SP: Charm Person (3/day), can drain blood (with a successful bite attack) taking 2 of the victim’s strength or constitution and adding up to 4 of each to her own for 12 hours, -6 to all rolls when in sunlight, takes 2 damage per round when touching iron; Sve: F10, Mor: 10

11. Setbacks can be the greatest teacher. A lucky, random party member will find that out, experiencing an automatic roll of 1 on the next three rolls he or she makes. This situation can be prevented by sacrificing a bull to the Morrighan, though it will likely flee (a base 75% chance), leading those who follow it to an Otherworld (q.v.) 

12. Things grow dark, for the Morrighan declares that the spirit of Samhain is upon you! For the next 24 hours, all of the party’s beneficial effects and saves vs. fear are at a -3, while all undead and other dark beings gain a +3 bonus to all their rolls. And if it is within a month of the actual day of the gateway to the dead being opened, then all effects are at x3!


DCC RPG Conversion notes
Save vs. spell= Make a Will save DC 15
Save vs. death= Make a Will save DC 10
AC 0 = AC 19
Save vs. paralysis= Make a Reflex save DC 15
Referee= Judge
Hopping Hag: Init: +5; Atk smack +3 (1d3); AC 13; HD 2d8; MV 35’; Act 1d20; SP Shriek (3/day)- Will save DC 10 or be unable to act following round; SV Fort +9, Ref +9, Will +9
Baobhan sidhe: Init: +9; Atk bite or slap  +10 (1d6+2 or 2d6+2); AC 16; HD 8d8; MV 40’; Act 1d20; SP Charm Person (3/day) w/ a +11 spell check, can drain blood (with a successful bite attack) taking 2 of the victim’s strength or stamina and adding up to 4 of each to her own for 12 hours, -6 to all rolls when in sunlight, takes 2 damage per round when touching iron; SV Fort +12, Ref +12, Will +12



Fennore, Sample 10th Level Druidess of the Morrighan
Align: C
MV: 40’
AC: 3 (7 when unclad)
HD: 10
Atk: 1
Dmg: 1d6+3 (+2 sickle) or 1d6+2 (+1 spear)
SP: Morrighan mysteries, druid abilities, Way of Nemain (from divine test #12) and Warrior Gift: Macha (from divine test #17)
Spells prepared: [1st] Command (w/+7 bonus) (x2), Cure Light Wounds, Light (Reverse), Speak w/ AnimalsD (crows only)
[2nd] Hold Person (x2), Holy Chant, Scare*, Shatter*
[3rd] Remove Curse (reversible), Striking, Charm person*, Haste*
[4th] Confusion*, Enchant Arms*, Polymorph Self* (crow or hag forms only)
[5th] Cure Critical Wounds, Hold Monster
SV: C10
Mor: 11

Possessions:  Holy symbol, +2 leather armor (when clad), +2 sickle, +1 spear, torque of invisibility, 235 gold pieces, three 1st level Morrighan priestess acolytes, one 2nd level fighter-maiden bodyguard

Fennore, DCC Stats
Init +6
Atk sickle +11 melee (1d6+3) or spear +10 melee (1d6+2)
AC 16 (12 when unclad)
HD 10d8
MV 30’
Act 1d20 + 1d20
SP: Morrighan mysteries, druid abilities, Way of Nemain (from divine test #12), and Warrior Gift: Macha (from divine test #17)
Spells known: [1st] Blessing, Darkness, Paralysis, Second Sight, Shillelagh, Word of Command, Blade of Atropos*, Animal Summoning* (crows only), Magic Shield*
[2nd] Curse, Fen Stare, Neutralize Poison or Disease, Forest Walk*, Glorious Mire*, Invisibility*, Scare*, Shatter*
[3rd] Bolt from the Blue, Remove Curse, Speak with the Dead (who have died in battle), Spiritual Weapon, Charm Person*, Haste*
[4th] Affliction of the Gods, Consult Spirit (Elemental, Fair Maiden, Fey, Nature, or Totemic), Polymorph*, Sword Magic*
[5th] Whirling Doom, Planar Step*
Fort +4
Ref +6
Will +6
AL C


Next week: Divinity Encounters, Trivia!


Wednesday, April 24, 2019

Divinity Encounters: Mercury


What shall you uncover on your journeys? Check with Mercury: Neutral God of Messengers, Trade, Travel, & Luck, to find out!

Roll 1d12
1. A messenger arrives unexpectedly and he wants the party to (roll 1d4): [1] retrieve an item (roll again on #8 below), [2] make a trade, [3] follow him in a random direction for 2d4 hours, [4] travel to a location (roll again on #5 below). There is a 75% chance of the messenger being a priest of Mercury; 10% chance of actually being one of his Avatars.

2. A Mercurian priestess takes great interest in spreading luck and grants all within 60’ a special blessing for the next hour (roll 1d4): [1] physical swiftness (+2 DEX and +20’ speed), [2] mental swiftness (+4 INT), [3] great lightness (may jump for +10’ and also be immune to falling damage as a result, [4] hermaphroditism. In any case, none of those so blessed can wear pants, though the blessing can be resisted with a save vs. spell- especially #4!

3. The weather turns clear, cool, dry, and windy for the next 1d6 hours- very Mercurial. All types who enjoy such conditions gain a +1 bonus to all rolls while it lasts; all who don’t suffer a -1.

4. A magic-user is encountered, but this is no ordinary one: it is a Hermetic Wizard. He is of 2d4th level and knows nearly all of the spells of the various Roman gods- much as a lector priest does with the Egyptian ones (see Thoth in Volume III for details).

5. The party is tasked to travel to one of the following locations, receiving a blessing of Mercury of their choice (see #2 above) that lasts for their journey if they accept (roll 1d6): [1] a nearby dungeon, [2] a nearby city, [3] a nearby mountain, [4] a herm where a priest of Mercury is carrying a goat, [5] a mysterious island, [6] an Otherworld- see Manannan in Volume II for possibilities.

6-7. It is revealed that an otherwise normal-appearing NPC is actually a mystic of Mercury. He offers to teach any party spellcasters how to change one of their magical side-effect requirements into one of the following. Actual mystics in the party may opt to replace as many of their side-effects as they wish, syncretizing their magic in a Mercurial way indeed:
[I] Cannot wear pants when casting the spell or for 1d3 hours thereafter.
[II] After casting the spell, must travel to a location at least 1d4 quarter miles distant sometime within the next hour.
[III] Must be in the wind or under the open sky (Mercurial weather preferred- see #3 above) when casting the spell or within 1d4 hours afterwards.
[IV] For the next turn after casting the spell, they may choose to reroll any rolls they make once, but must take the second result. Unfortunately, so too can any foes they face during that time.
[V] Must be on a road or trail when casting the spell or within 1 hour afterwards.
[VI] Must cast the spell without others knowing.

8. An important item is ready to be acquired. It is located 2d4 miles in a random direction and is guarded by some dangerous monster, but it’s likely worth it, for it is (roll 1d4): [1] sandals that allow the wearer to fly at a rate of 40’, [2] a winged helm that grants +2 Intelligence, [3] a short bow that casts Charm Person on those it hits (and who still live), [4] a caduceus that grants it’s wielder a +2 to all healing magic rolls

9.  Though ‘escort nymphs’ may have certain connotations, 1d4 of them join the party and it is up to the latter to bring such beauties to their destination 4d4 miles away without haplessly falling in love (see Freya in Volume I for what might make them especially attractive).
Mve: 40’; AC 9*; HD 2; Attk: none; Dmg: none; SP: 15+1d4 Charisma, Charm Person or Mammal at will (as a 12th level caster), *All those who wish to harm them must save vs. spell first; Sve: C10, Mor: 7

10. As Oneiropomp, Mercury comes to 1d4 random party members in a dream. He will inspire them to solve some problem they are facing, though it will likely require them to assist a temple of Mercury and also avoid wearing pants (a base 85% chance of each).

11. Like how Mercury faced Argus, the party faces a Panoptic giant of their own. The all-seeing monster emerges, with eyes all over its body, and attacks immediately!
Mve: 50’; AC 5; HD 9; Attk: 1 club; Dmg: 2d6; SP: Never surprised; Sve: F9, Mor: 9

12. In celebration of the Mercuralia, merchants converge on the area, offering any item the party might wish to buy, though the price may be quite high. Still, those who follow Lord Mercury will be shown a way.


DCC RPG Conversion notes
Save vs. Spell= Will save DC 15
Magic-user= Wizard
Escort Nymphs: Init: +7; Atk none; AC 10*; HD 2d8; MV 30’; Act 1d20; SP 15+1d4 Personality/Comeliness, Charm Person at will (+15 spell check), *All those who wish to harm them must make a Will save DC 15 to do so first; SV Fort +5, Ref +9, Will +9
Panoptic Giant: Init: +2; Atk club +11 (2d6+4); AC 14; HD 9d10; MV 40’; Act 1d20; SP Never surprised; SV Fort +10, Ref +2, Will +7



Veloxus, Sample 9th Level Priest of Mercury
Align: N
MV: 55’ (boots of speed and also experiencing a #12 magical side-effect)
AC: 6
HD: 9
Atk: 1* (fights as a magic-user)
Dmg: 1d6+2 (+2 caduceus mace) or 1d6+2 (+2 staff)
SP: Mercury turn ability, mysteries, priest ability
Spells prepared: [1st] Cure Light Wounds (x2), Detect Magic, Feather Fall*, Jump*
[2nd] Augury, Bless, ESP, Invisibility*, Knock* (x2)
[3rd] Cure Blindness, Remove Curse, Blink*, Clairaudience*,
[4th] Cure Serious Wounds, Arcane Eye*
[5th] Plane Shift
SV: C9
Mor: 9

Possessions:  Holy symbol, bracers of armor (+2 AC bonus), +2 caduceus mace, +2 staff, boots of speed (+10’ move), robes, 186 gold pieces, three 1st level Mercury priest acolytes

Veloxus, DCC Stats
Init +8 (experiencing a #12 magical side-effect)
Atk caduceus mace +6 melee (1d6+2) or staff +6 melee (1d6+2)
AC 14
HD 9d8
MV 45’
Act 1d20 + 1d20
SP: Mercury turn ability, mysteries, priest ability
Spells known: [1st] Blessing, Detect Magic, Protection from Evil, Holy Sanctuary, Resist Cold or Heat, Second Sight, Feather Fall*, Intellectus*
[2nd] Banish, Cure Paralysis, Restore Vitality, Stinging Stone, Detect Invisible*, ESP*, Invisibility*
[3rd] Remove Curse, Speak with the Dead, Consult Spirit*, Dispel Magic*, Planar Step*
Exorcise, Remove Curse, Dispel Magic*
[4th] Sanctify, Mercury’s Assistance, Wizard Sense*
[5th] The Dreaming*
Fort +3
Ref +8
Will +7
AL N


Next week: Divinity Encounters, the Morrighan!

Wednesday, April 17, 2019

Divinity Encounters: Mars

Unlike his Greek counterpart Ares *link*, the province of Mars is one of more orderly and soldierly combat, not to mention the home front that maintains the campaigns that make such repeated battles possible. 

In honor of Mars and to use the table below:
- When in melee, have each combatant roll with each attack they make.
- The one making the attack will gain the listed benefits if the situation applies to them. If it doesn’t apply, then add nothing, though the result will help describe that part of the battle in any case.
- Each benefit lasts for 1 round, keeping things interesting. For even more dramatic fights, use Battle Events from Volume II.
- Last, skilled warriors and devout followers of Mars and other war divinities can opt to roll a d4 to fight offensively or a d4+4 to fight defensively instead, as each round warrants.

Roll 1d8
1. Hack: +1 to hit and damage if their weapon is longer and/or heavier than their foe’s; +2 if both apply.

2. Slash: +1 to hit and damage if their weapon is sharp or their foe lacks body armor or a shield; +2 if more than one applies.

3. Thrust: +1 to hit and damage if their foe lacks body armor; +3 if their weapon is also sharp and pointed. Takes a -1 AC penalty the following round if they miss with this attack, due to being off-balance.

4. Slam: +1 to hit and damage if their weapon is heavy, blunt, or their foe lacks a shield; +2 if more than one applies. If hit, foe also suffers -3 to their initiative roll for the next round.

5. Parry: +1 AC bonus if wielding a sword or shield; +2 if wielding both.

6. Block: +1 AC bonus if wielding a shield or has some other sort of cover, including adjacent allies; +2 if more than one applies.

7. Duck: +1 AC bonus if wearing a helmet or their DEX is higher than their foe’s; +2 if both apply.

8. Dodge: +1 AC bonus if their DEX is higher than their foe’s or they aren’t wearing body armor; +2 if both apply. If not hit, then they can reposition themselves 5’ away for the next round.


DCC RPG Conversion notes
To hit= Attack bonus
DEX= Agility


Gaius Nicator, Sample 8th Level Cleric of Mars
Align: L
MV: 35’
AC: 2
HD: 8
Atk: 1
Dmg: 1d6+2 (+2 short sword) or 1d6+1 (+1 spear)
SP: Mars turn ability, mysteries
Spells prepared: [1st] Command, Cure Light Wounds (x2), Remove Fear, Scare*
[2nd] Bless, Delay Poison, Hold Person, Strength*
[3rd] Cure Blindness, Dispel Magic, Glyph of Warding, Prayer
[4th] Cure Serious Wounds, Exorcise
SV: C8
Mor: 11

Possessions:  Holy symbol, +1 banded armor, +1 shield, +2 short sword, +1 spear, dagger, robes, 3 days rations, 137 gold pieces, fasces-scepter, two 1st level Mars cleric acolytes

Gaius Nicator, DCC Stats
Init +2
Atk short sword +7 melee (1d6+2) or spear +6 ranged (1d6+1)
AC 17
HD 8d8
MV 25’
Act 1d20 + 1d20
SP: Mars turn ability, mysteries
Spells known: [1st] Blessing, Detect Evil, Paralysis, Protection from Evil, Food of the Gods, Resist Cold or Heat, Word of Command, Scare
[2nd] Cure Paralysis, Curse, Divine Symbol, Neutralize Poison or Disease, Restore Vitality, Strength*
[3rd] Exorcise, Remove Curse, Dispel Magic*
[4th] Affliction of the Gods
Fort +3
Ref +2
Will +5
AL L


Next week: Divinity Encounters, Mercury!




Wednesday, April 10, 2019

Divinity Encounters: Manannan Mac Lir

Set sail and explore the many realms of Manannan Mac Lir: Neutral Lord of the Seas and the Ways Between. Each of these results can be chalked up to poor memory or the vagaries of fate, but all who follow Manannan know that those who encounter such things have actually been drawn into an Otherworld!

Roll 1d12
1. He wasn’t the king! The region appears to have a new ruler and he or she is (roll 1d6): [1] overly harsh, 
[2] overly soft, [3] overly corrupt, [4] overly foreign, 
[5] a lesser someone the party knew before, 
[6] reroll twice.

2. Who the heck are they? A new group has suddenly popped up and they are certainly (roll 1d8): 
[1] tyrannical, [2] insane, [3] irritating, [4] boring, 
[5] sinister, [6] grim, [7] friendly, [8] reroll twice. There’s also a 50% chance of the group being one that the party knew before, but is now different.

3. Don’t worry: I left it where I could find it again. A random party member loses one of his or her (roll 1d10): [1] garments, [2] treasures, [3] tools, [4] weapons, 
[5] mounts, [6] pets, [7] scrolls or books, [8] sundry items, [9] keys, [10] henchmen. Perhaps if they travel to another Otherworld, it will finally turn up again.

4. Who are you? The party apparently has a new member that is (roll 1d12): [1] irritating, [2] insane, 
[3] overly happy, [4] miserable, [5] secretly evil, [6] obviously evil, [7] a hypochondriac, [8] unduly slovenly, [9] actually very helpful, [10] actually a monster, [11] actually an elf, [12] reroll twice. There’s also a 50% chance of the new member being a double of a current or former party member, likely adding to the confusion.

5. Where did that come from? The area now features a large (roll 1d12): [1] hill, [2] mountain, 
[3] river, [4] valley, [5] pit, [6] lake, [7] dry area, [8] swamp, [9] forest, [10] field, [11] cave, [12] ocean beach that certainly wasn’t there before! Different creatures are sure to be in the area now, as well.

6. It never used to be this (roll 1d10) [1] hot, [2] cold, [3] humid, [4] arid, [5] wet, [6] dry, [7] cloudy, [8] clear, [9] windy, [10] calm! The climate has suddenly changed in this area, likely provoking a number of other changes too.

7. What the hell are you? The newly encountered creature is, relative to what the party knew of such creatures before (roll 1d6) [1] a stronger version: +1d6 HD, [2] a weaker version: -1d6 HD, [3] a more intelligent version: +2d4 INT, [4] a dumber version: -2d4 INT, [5] a hybrid with another type of random creature, [6] completely alien. Whatever it turns out to be, maniacal laughter will certainly follow.

8. Quite a roll with the gender! Women (in this world) are now (roll 1d8): [1] more dominant/aggressive, 
[2] more submissive/passive, [3] more sexual, [4] less sexual, [5] anatomically different (for better or worse- equal chance of each), [6] more capable of love, [7] less capable of love, [8] reroll twice.

9. Hmmm, what’s that burning sensation? Nature has suddenly changed, with a different (roll 1d4): 
[1] wild plant, [2] beast, [3] bug, or [4] foodstuff being present. The change has a 66% chance of causing a reaction to each of the party members that are exposed to it- see Johnny Applewheeze for specifics.

10. That’s not supposed to happen! Magic functions differently now (roll 1d4): [1] various spells are either 50% more or less potent (equal chance of either), [2] each spell has a 10% chance of being cast by itself at a random time on a random target each day, [3] various spells take 1d3 extra rounds to cast (a 50% chance for each), [4] the meanings of various words have changed, giving the party’s spells an additional 10% chance of failure each time they’re cast.

11. The worlds are your oyster. Something else changes- see the Otherworld Table in Volume II for what it is, how prevalent its extent, and its relative effect.

12. Reroll twice on this table for an encounter with multiple changes (or thrice, four times, if 12 is rolled again, etc.) Note that the party will likely realize that they have slipped into an Otherworld now. How do they return? Roll 1d6: [1] they will be drawn back to their own world within 1d30 turns, [2] they will be drawn back to their own world within 1d30 hours, [3] they will be drawn back to their own world within 1d30 days, [4] they must perform a certain task before returning, [5] they must go back exactly the way they came, [6] they must find another portal, though it only has a 5% chance of bringing them back to their original world.


Auentina, Sample 7th Level Mystic of Manannan
Align: N
MV: 40’
AC: 8
HD: 7
Atk: 1 (fights as a magic-user)
Dmg: 1d8+1 (+1 long sword) or 1d4 (sling)
SP: Manannan turn ability, mysteries, mystic ability
Spells prepared: [1st] Cure Light Wounds (x2), Sanctuary, Dimensional Missile*, Hold Portal*
[2nd] Augury, Reveal Home World, Invisibility*, Rope Trick*
[3rd] Cure Disease, Prayer, Blink*
[4th] Create Food and Water
SV: C7
Mor: 7

Possessions:  Holy symbol, +1 longsword, sling, robes, 3 days rations, small rowboat, journal of Otherworlds travelled, strange mechanical device, 3 strange gems, 87 gold pieces

Auentina, DCC Stats
Init +3
Atk longsword +4 melee (1d8+1) or sling +3 ranged (1d4)
AC 11
HD 7d8
MV 30’
Act 1d20 + 1d16
SP: Manannan turn ability, mysteries, mystic ability
Spells known: [1st] Detect Otherworldly, Food of the Gods, Holy Sanctuary, Resist Cold or Heat, Second Sight, Comprehend Languages*, Ward Portal*
[2nd] Cure Paralysis, Neutralize Poison or Disease, Restore Vitality, Dimensional Missile*, Invisibility*, Knock*
[3rd] Speak with the Dead, Spiritual Weapon, Planar Step*, Water Breathing*
[4th] Greater Planar Step*
Fort +2
Ref +2
Will +5
AL N


Next week: Divinity Encounters, Mars!



Wednesday, April 3, 2019

Divinity Encounters: Lugh

Are you skilled enough? Find out with encounters for Lugh: Celtic Lawful Long-Armed God of Skill, Truth, Heroism, & Light! 

Roll 1d12
1. The party comes upon a patron looking to see if someone has what it takes to be a (roll 1d5): [1] wright, [2] smith, [3] champion, [4] swordsman, or [5] harpist. The pay is 1d6 x50 gold pieces to perform such services, triple if a follower of Lugh or skilled in more than one of those areas.

2. Egads! One of a party member’s wives (or concubines, if none) has an affair with a follower of the Dagda. The party member must save vs. spell to resist taking vengeance, for if he does, then there is sure to be a blood feud between Lugh’s disciples and the Good God.

3. Having three faces certainly helps to get more done. A random person within 60’ is so affected, now being able to take 3 actions per round, but also will be confused for a monster by non-Celts, likely having to spend at least some of those actions avoiding attacks. The effect lasts for the next hour, triple if he or she is a follower of Lugh.

4. Only the best may join the Tuatha. All those within 120’ who have the abilities of a hero, poet, historian, sorcerer, or craftsman must compete to gain a Lugh-granted +1 bonus to all their rolls for the rest of the day. Those who fail suffer a -1.

5. Buried in a hole, a magic item similar to one sacred to Lugh is uncovered (roll 1d3): [1] Cloich Tabaill: a sling stone that kills fomorians and other deformed beings with one hit (save vs. spell negates), [2] Gae Assail: a +3 spear that can fight by itself, even attacking when not commanded to, or [3] Fragarach: a +5 sword whose dweomer kicks in once the wielder’s opponent attacks first. Followers of Lugh will of course insist that the item should be given to them, though followers of Manannan and Nuada will protest for Fragarach too.

6. Said to be the greatest of all druids, Lugh grants any in the party with such nature spells a +4 bonus to all magical rolls until the next day, just as long as they strictly follow his tenets (see Volume II). If none are present, then a druid of Lugh shows up instead to assist for that time.

7. It is now party warrior- or fighter-types who are so blessed with a +4 bonus to all combat rolls for 24 hours, but they must save vs. death to stop fighting after every combat. Just like CĂșchulainn, son of Lugh, the warp-spasm helps to win battles, but also twists the body and enrages the mind.

8. Trotting by and snorting, is a pig. Of course, it is a polymorphed man who, if killed, will raise the ire of Lugh and his followers. Just ask the Sons of Tuireann what happens then.

9. After a baying sound erupts in the distance, all goes quiet. Those who remain will soon encounter a failinis hound, offspring of Lugh’s own. It will attack any deemed unholy by that god, along with any who run, and will ruthlessly sniff all others.
Mve: 60’; AC 0; HD 3; Attk: 1 bite; Dmg: 1d6+3; SP: +8 to all rolls made against wild beasts,
any water it bathes in is turned to wine, Sve: C5, Mor: 10

10. 2nd time’s a charm! Reenacting part of the Second Battle of Mag Tureaidh, a fomorian (see Volume II for stats) arrives to face the party. Any who follow Lugh gain a +5 bonus to rolls throughout the fight.

11. Bright light shines down from above and it is time for some games! Like the Assembly of Talti, all in the area must engage in feats of athleticism, crafting, and mental aptitude, requiring a check for all 6 ability scores. Each individual gains a +1 bonus for the next 24 hours for every check successfully made; -1 for each one failed. In addition, the following may also arrive: 2d4 clerics of Lugh (a 50% chance), 2d3 druids of Lugh (a 40% chance), 2d2 gaesatae with especially limed hair (a 20% chance- see Volume II), and 1 Lugh Avatar (a 10% chance). It should be quite a competition indeed!

12. A taste of the early harvest festival is here, bringing Lugh’s blessings to the area. All within 1d6 quarter miles gain a +2 bonus to any rolls they make, double if it is actually Lughnassad day. Whenever it is, such encouragement to test one’s skills will continue until the following dusk, with Lugh hoping all will do their best to claim the grain.

DCC RPG Conversion notes
Save vs. spell= make a Will save DC 15
Save vs. death= make a Will save DC 10
Failinis hound: Init: +10; Atk bite +5 (1d6+5); AC 19; HD 3d8; MV 50’; Act 1d20; SV Fort +7, Ref +7, Will +7
‘Check for all 6 ability scores’ is DC 15.


O’Abersand, Sample 6th Level Druid of Lugh
Align: L
MV: 40’
AC: 6
HD: 6
Atk: 1
Dmg: 1d8+1 (+1 spear) or 1d4+1 (+1 sling)
SP: Druid abilities, Lugh’s mysteries
Spells prepared: [1st] Cure Light Wounds, Faerie FireD, Pass without TraceD, ShillelaghD
[2nd] Spiritual Weapon (a Spear), EntangleD, Feign DeathD, Obscuring MistD
[3rd] Hold AnimalD, SnareD
SV: C6
Mor: 9


Possessions:  Leather armor, +1 wooden shield, holy symbol, +1 spear, +1 sling, harp, 3 days rations, shamrock, 57 gold pieces

O’Abersand, DCC Stats
Init +5
Atk spear +5 melee (1d8+1) or sling +7 ranged (1d4+1)
AC 13
HD 6d8
MV 30’
Act 1d20 + 1d14
SP: Druid abilities, Lugh’s mysteries
Spells known: [1st] Blessing, Protection from Evil, Ogham, Druid Sanctuary, Shillelagh, Animal Summoning*, Invoke Patron: Yddgrrl*
[2nd] Cure Paralysis, Curse, Shamrock Stare, Wood Wyrding, Forest Walk*
[3rd] Green Briar Jacket, Spiritual Weapon, Reincarnate*
Fort +2
Ref +6
Will +6
AL L


Next week: Divinity Encounters, Manannan!



Wednesday, March 27, 2019

Divinity Encounters: Dis Pater

Next in divinity encounters, we see the will of Dis Pater take hold: Roman Lawful God of Death, the Underworld, & Riches.  

Roll 1d12
1. Despair. All in the party must save vs. death or lose hope, thanks to life’s apparent meaninglessness. Those who fail take a -3 penalty to all rolls until either 1d6 hours pass or they can speak with a cleric of Dis Pater about the inevitability of death, making them enjoy what’s left of their life that much more.

2. Despise! A random individual within 60’ becomes outraged at another random individual in the same area. They must save vs. spell and attack, gaining a +4 bonus to hit if one who is faithful to Dis Pater is in range too.

3. This Father: Gloom fills the area, bringing an exhaustive serenity. All children (of any age) must save vs. death or fall into a deep sleep, slumbering in grave peace for 4d4 hours. And those who fail badly might just sleep forever (per Referee).

4. Not an Arch-devil, fool! Though dour, great Dis Pater isn’t fiendish and his followers approach the party to prove that point. They are asked to defeat a (roll 1d3): [1] group of diabolists, [2] group of demonists, or [3] group of necromancers that has unrightfully claimed Dis Pater’s name. Of course, if the party refuses, then the followers of Dis Pater will become even dourer yet.

5. Alone in his tomb-like home, a grim man dwells, singing the darkest dirges upon some relic harpsichord. He is actually (roll 1d10): {1-3] just a grim man, [4] a Roman vampire, [5-7] a cleric of Dis Pater, 
[7-9] a priest of Dis Pater, [10] an Avatar of Dis Pater.

6. A great hoard of Plutonian wealth is discovered, worth at least 4d4 x1000 gold pieces. Of course, it is guarded by a cerberus hound, preventing all but the most resolute from stealing such riches. See Volume II for the hound’s stats. 

7. Emerging when least expected, a cleric of Dis Pater confronts the party. Any who have been resurrected, trafficked with the undead, or failed to make proper funeral arrangements are sure to meet his wrath.

8. One festival every hundred years? A group of 4d4 Romans have gathered to honor the God of Death. They have selected for him a sacrificial bride who is (roll 1d4): [1] a virgin, [2] a conquered noblewoman, [3] a princess from a far-off land, [4] one of the party members. Whoever it is, the celebration will be notable and involve many well-rehearsed rituals since they’ve had so much time to prepare, allowing those who use that boon to gain an additional +1 bonus in a very Roman way.

9. 1d6 dread shades emerge from the dismal darkness, attacking the party. One of the latter is actually caring a defixio, whether knowingly or not, and that is what’s drawing them. See Volume II for the details of such things.

10. Missing Proserpina greatly, Lord Dis Pater causes the demise of a similar priestess in order to bring more light into his dim realm. Such a death will then trigger the priestess’s cult to seek revenge upon his. Roll 1d4: [1] Persephone of the Greeks, [2] Aerecura of the Gauls, [3] Ereshkigal of the Mesopotamians, [4] Hel of the Norse. Soon there will likely be more souls going to his dim realm.

11. Menacing laughter erupts from all around. Anyone who doesn’t follow Dis Pater must save vs. death or flee in fear in a random direction for the next 2d3 minutes. Followers of Dis Pater may wish to follow along anyway in order to have some maniacal laughter of their own.

12. Behold, a portal to the Underworld! Who knows what one would find there- or what might emerge, except of course those who would refer to Volume II.


DCC RPG Conversion notes
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Referee= Judge


Rhosentius, Sample 5th Level Cleric of Dis Pater
Align: L
MV: 35’
AC: 1
HD: 5
Atk: 1
Dmg: 1d6+1 (+1 rod) or 1d6 spear
SP: Dis Pater turn ability, mysteries, +1 to rolls made to harm/ be harmed by undead (divine test)
Spells prepared: [1st] Command, Cure Light Wounds, Inflict Light Wounds, Sleep*
[2nd] Bless (reverse), Silence 15’ Radius, Spiritual Weapon
[3rd] Continual Light (reverse), Glyph of Warding
SV: C5
Mor: 10

Possessions:  Roman banded mail, shield, holy symbol, +1 rod, spear, 3 days rations, 48 gold pieces

Rhosentius, DCC Stats
Init +0
Atk +1 rod (1d6+1) +4 or spear +3 (1d6)
AC 18
HD 5d8
MV 25’
Act 1d20
SP: Dis Pater turn ability, mysteries, +1 to rolls made to harm/ be harmed by undead (divine test)
Spells known: [1st] Darkness, Paralysis, Word of Command, Chill Touch*, Ekim’s Mystical Mask*, Sleep*
[2nd] Curse, Death Stare, Sequester*, Forget*, Scare*
[3rd] Spiritual Weapon, Eldritch Hound*
Fort +3
Ref +3
Will +6
AL L


Next week: Divinity Encounters, Lugh!