Wednesday, December 25, 2019

Priestesses of Mokosh, Part IV

Priestess Spells (Mokosh)
Reflecting their goddess's earthy, watery, and motherly nature, priestesses of Mokosh have access to many spells.

LABYRINTH LORD
1st Level: Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Protection from Evil (+3 if in a home or while performing motherly duties), Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (save is 4 harder if she's weaving), Entangle (D) (usable in moist areas), Mending*, Unseen Servant* (usable in a home or for similar tasks)

2nd Level: Augury, Bless, Delay Poison, Find Traps, Know Alignment, Hold Person, Holy Chant, Snake Charm (when in areas of damp soil), Barkskin (D), Find Plant (D), Obscuring Mist (D), Warp Wood (D), Arcane Lock* 

3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding (works when placed on a home), Locate Object (if it’s a household item), Prayer, Remove Curse (reversible), Plant Growth (D) (when on moist ground), Stoneshape (D), Water Breathing (D), Clairaudience*, Clairvoyance*, Tiny Cottage (as Tiny Hut*, but looks quite quaint instead), Move Earth (Lesser)* (if it's at least damp) 

4th Level: Create Food and Water (homecooked food), Cure Serious Wounds, Detect Lie, Divination, Exorcise, Lower Water, Neutralize Poison, Protection from Evil 10’ Radius (+3 for those in a home or performing motherly duties), Speak with Plants (that are in wet soil), Hold Vegetation and Fungus (D), Summon Monster* (domovoy- a Slavic faerie), Teleport* (requires standing on damp ground to travel to a place that has the same) 

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Quest, Plane Shift (as Teleport*, above), Commune with Nature (D) (outside of a home or when on moist earth), Transmute Rock to Mud (D)

6th Level: Find the Path, Heal, Part Water, Stone Tell (works on damp soil too), Word of Recall (as Teleport*, above), Repel Wood (D), Transport via Plants (D), Move Earth* (if it's moist) 

7th Level: Earthquake, Holy Word, Regenerate, Restoration, Symbol (works when placed on a home), Conjure Earth Elemental (D) (a very damp one)


DCC RPG
1st Level: Blessing, Detect Evil, Detect Magic, Food of the Gods (homecooked), Holy Sanctuary (save is 4 harder if she's weaving), Paralysis, Protection from Evil (+3 if in a home or while performing motherly duties), Resist Cold (but not Heat), Second Sight, Second Sight, Sequester*, Moist Earth Walk (as Forest Walk*, but works on damp soil instead), Mending*, Ward Portal* 

2nd Level: Banish, Cure Paralysis, Curse, Neutralize Poison or Disease, Restore Vitality, Snake Charm (when in areas of wet earth), Wood Wyrding, Glorious Moist (as Glorious Mire*, but is quite healthy for vegetation too), Invisible Companion* (to be used for household and similar tasks), Monster Summoning* (domovoy- a Slavic faerie), Nythuul's Porcupine Coat*

3rd Level: Exorcise, Remove Curse, Consult Spirit* (ancestral, fey, or nature spirits), Dispel Magic*, Planar Step* (requires standing on an area of damp soil to be brought to the same), Water Breathing*

4th Level: Cause Earthquake, Sanctify, Warp & Weft*, Transmute Earth* (if it's moist)

5th Level: Wet Ground Bond (as Bottomfeeder Bond*, but works with those who dwell on moist earth instead), Mokosh's Sodden Soil (as Hepsoj's Fecund Fungi, but more earthy and plantlike)


Next week: priestesses of Mokosh, Part V!

 

Wednesday, December 18, 2019

Priestesses of Mokosh, Part III

Mother Mokosh gives freely, but sometimes asks more in return.

Divine Tests
1-4. So much to do, such little time! The priestess incurs a -1d4 penalty to any rolls she makes for the rest of the day unless they involve weaving or other matronly arts.

5-9. When will all the chores be done? The priestess loses access to some of her spells (50% chance for each one), including possibly her turn ability. Roll 1d6 for each one lost to see what needs to be done in order to get it back. taking. Each takes 1d4 hours, half that time if the priestess makes a successful Wisdom check.
[1] Weave- the resulting embroidery can then be sold for at least 2d6 gold pieces per hour worked.
[2] Care for children- party members can be substituted if no actual youngsters are present.
[3] Cook a meal- which can then feed 2d4 people.
[4] Clean the immediate 120' area, automatically revealing an hidden objects therein.
[5] Enjoy the company of her husband. If he's not available, then she can dream about him during that time.
[6] Fold and sort household items- even those held by the party if need be. 

10-14. Fitting for a mother, Mokosh's priestess begins to take on more of her goddess's divine shape. Roll 1d6.
[1] Her body becomes quite rubenesque and curvaceous, granting her +1 Charisma to those who rightly appreciate such things, along with a +1 Constitution bonus regardless.
[2] Whenever one of her children is harmed or suffering, she herself too suffers a -1 to all her rolls until the next sunrise.
[3] Living beings rarely wish to harm her now, granting her a +4 AC and/or save bonus in such situations.
[4] She must do household or other motherly duties for at least 2d3 turns each day or take a -2 to all her spell rolls due to the sense of not knowing what to do with her hands.
[5] Her bosom increases massively in size, granting a +2 to all healing-related rolls and a +1 Charisma with men, but also a -5' speed penalty.
[6] Unless already so, she becomes pregnant. In any case, the term, delivery, and raising of her child will be quite easy and blessed. 

15-17.  Not all matronly duties are easy. Roll 1d3:
[1] At the next meal the priestess has, things go terrible wrong. 50% of hers and anyone else who is present's supplies are lost due to breakage and displacement; 25% if she prepared the meal herself. A mischievous fairy is the likely culprit. 
[2] One of the priestesses offspring needs additional attention (if she doesn't have any yet, then a young relative), requiring her to be apart from her usual duties for 4d6 hours; 2d6 hours if she has been paying close attention to her children already.
[3] The priestess's husband goes missing. If he doesn't turn up in 1d3 days (a base 50% chance), then he has perished. The priestess will then turn to following Baba Yaga (detailed in a few weeks), using that goddess's magical side-effects and divine tests 50% of the time instead. If he does turn up during that time without a good excuse, then he may wish he hadn't.

18+ To Perun or Veles? The forces of above and below struggle to claim Mokosh's vital waters. Any followers of those or similar divinities that the priestess encounters will have their offensive abilities doubled and attack the opposing types on sight, making sure the priestess is unharmed. The situation lasts for 3 days, plus 3 additional days per divine test result over 18. The attacks and counterattacks even have a base 20% of causing an outbreak of war in the local area for each day such hostilities occur.


DCC RPG Conversion Notes
Wisdom check = make a Personality check DC 15
Charisma = Personality
Constitution = Stamina


Next week: priestesses of Mokosh, part IV!

Wednesday, December 11, 2019

Priestesses of Mokosh, Part II

Magical Side-Effects
Deep, earthen moisture gives life to all and to Mokosh's magic. Roll 1d12.

1. Gifts of Rod: Mokosh requests an offering of moist sustenance or some household good. It's needed so the magic can come to pass- it will only do so once it's given. 

2. Home Mother: Where else should one cast? Only in a home, while weaving, or with children around will the magic work.

3. Jarilo: Life-moisture flows up in the spring... The spell must reflect life, fertility, growth, or the like. Otherwise, it will only function at 1/2 its normal power.

4. Morana: ... and return to the earth in winter. Now the magic must have something to do with coldness, death, or divination. If not, it will only be at 50%.

5. The Moist Deep: From Mokosh, all comes and returns. Any rolls involving life, death, fertility, or decline that are made within 240' of the place of casting gain a +3 bonus for the next 1d6 hours.

6-8. Standard Casting: The spell works normally for now.

9. Matronly Hills: If something round like mothers' breasts is in view, then the magic's effect, range, or duration can be increased two-fold. If not, then it won't work this time at all! 

10-11. Woven Ways: The priestess can take 1d3 extra rounds to weave the spell into effect- or simply engage in some other household or motherly duty- and thereby cast it for double its normal effect, range, or duration. If not, then the spell just functions normally.

12. Blessing of the Moist Mother: The magic works for twice its usual effect, range, or duration, and it is not expended for the day. In addition, the priestess can sense the direction to the nearest home, fertile adult, or even offspring of someone for the next 1d6 turns.


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


Next week: Priestesses of Mokosh, Part III!

Wednesday, December 4, 2019

Priestesses of Mokosh, Part I

Mokosh
Lawful Slavic Goddess of Motherhood, the Earth, Moisture, & Weaving

Tenets of Mokosh
* Care for your children & husband, put them first
* Honor the earth, let it provide for your family...
* Weaving, to be returned when done...
* Enjoying all moistures in-between

Priestesses of Mokosh
Special: Mokosh is served by priestesses and volkhvas (slavic oracular priestesses).
Allowed Weapons: None
Allowed Armor: None
Symbol: Breasts, Moist Soil, Thread
Can Turn: Those who don't treat their children well
Mokosh Mysteries: When with their children, standing barefoot upon moist earth, or when weaving, priestesses of Mokosh can reroll a failed save. They may do so up to thrice per day per level, selecting which result they wish to keep.



Next week: Priestesses of Mokosh, Part II!

Wednesday, November 27, 2019

Clerics of Veles, Part V

Veles Encounters
Such strange ways, brought before, held, as Veles says...

Roll 1d12
1. A series of caves lie ahead. Those who explore will find them to be (roll 1d6): [1] wet, [2] cunningly mazelike, [3] chaotically arranged, [4] filled with contraband, [5] housing an anarchic cell of Veles followers, [6] reroll twice.

2. What water is this? It is a (roll 1d4): [1] puddle, [2] pond, [3] stream, or [4] river, that contains (roll 1d4): [1] a beast of Veles- per result #7 below, [2] a strange presence, [3] a cunning item, [4] nothing at all?

3. Undermine the underhanded. There are those who claim to bring things down, but would only then lead to more tyranny. The party is approached by a follower of Veles who seeks assistance with defeating such types (who themselves likely belong to a cult) (roll 1d3): [1] a 'Gang' that forces others to 'Get Along' (or else), [2] those protesting the use of 'bad words' (and thereby demand bizarre recompense from those who use them), [3] systematic inquisition attempts against the local, forthright but buffoonish king (so that they may create a dictatorship of their own).

4. A huckster is spotted, but a group of cultists are also nearby, as well (roll 1d4 to determine the latter's allegiance): [1] Uncle Steel Dwarf, [2] Tezschnaz, [3] Enak, [4] Chernobog. The former may be forgiven by Veles, but the latter may not, for they are what always brings about the end of Slavic (and other human) civilization.   

5. You have stolen my name! A random, unlucky party member has his or her name taken; no others will be able to utter it, nor recognize the one afflicted easily until either 1d3 days pass or a volkhv of Veles provides blessing. Until then, all followers of Veles will have access to 1d6 x 10% of his wealth and other accesses!

6. This place demands a Secret Word to Pass in order to proceed any further. Who may guess it? Those who make an Intelligence check with a -10 penalty will, though followers of Veles and similar divinities won't suffer it in this case. What is more, those who fail face more than simply barrier though: they must save vs. spell or have their name stolen too (per result #5 above). 

7. Terrifyingly, a howl erupts and a beast appears! It is a (roll 1d4): [1] wolf, [2] bear, [3] serpent, [4] horned beast. It will attack any it can reach for the next 3d6 rounds, invincible, targeting Lawful combatants before all others (and followers of Perun even before them), only to vanish once more. Followers of Veles would be wise to stay out of the way. 

8. Rumors abound of Varangians setting fires, making practical jokes, and toppling pediments in the area. Yes, though they do follow Loki, Slavic followers of Veles will find such acts to be not in their interest and may even take action themselves (a base 50% chance). 

9. Punctuated by high winds and a thunderclap, 1d6 followers of Perun arrive, seeking any followers of Veles to attack on sight. See  Perun Encounters (link) for additional details if needed. 

10. Who will have Mokosh? 3d6 followers of Veles battle 3d6 followers of Perun to find out. Each side has equal chances of defeating the other; that is, if the party doesn't intervene to see whether her waters will rise up or down. 

11. A mysterious forest arises in the distance. Sacred to Veles, it contains (roll 1d6): [1] many willow trees, [2] 1d4 beasts of Veles - per #7 above, [3] 2d3 followers of Veles- per #12 below, [4] a giant, lewd, horned, dual-phallused centaur with 2d4 nude celebrants (in the tradition of powitanie jaryly), [5] a kapische (which allows Slavic casters to reroll their magical side-effects if they wish), [6] reroll 1d6 twice.

12. Only revealed now is one so blessed by Veles, even devout perhaps... (roll 1d12): [1-3] a non-classed follower of Veles, [4-7] a cleric of Veles, [9-11] a volkhv of Veles, [12] a Veles avatar.


DCC RPG Conversions 
Save vs. spell= make a Will save DC 15
Intelligence check with a -10 penalty= Make an intelligence check DC 25, DC 15 if followers of Veles.




Next week: priestesses of Mokosh!



Wednesday, November 20, 2019

Clerics of Veles, Part IV

Cleric Spells (Veles)
Clerics of Veles have access to the following spells, reflecting his cthonic, chaotic, bestial, and cunning nature.

LABYRINTH LORD
1st Level: Command, Create Water (flowing up from below), Cure Light Wounds (reversible), Detect Evil (lawful, light, airy, and/or heroic beings), Light (reverse), Purify Food and Drink (reversible), Remove Fear (reverse), Resist Cold, Charm Person*, Sleep*

2nd Level: Augury, Bless (reversible), Delay Poison, Find Traps, Hold Person, Snake Charm, Speak with Animal, Barkskin (D), Feign Death (D), Obscuring Mist (D), Warp Wood (D), Amnesia*, Darkness Globe*, Detect Invisible*, ESP*, Invisibility*, Knock*, Mirror Image*, Ray of Enfeeblement*, Scare*, Shatter*

3rd Level: Animal Growth, Animate Dead, Cure Blindness (reversible), Cure Disease (reversible), Dispel Magic, Glyph of Warding, Remove Curse (reversible), Speak with Dead, Hold Animal (D), Insect Swarm (D), Plant Growth (D), Snare (D), Tree Shape (D) (willows only), Water Breathing (D), Infravision*, Protection from Normal Missiles*

4th Level: Create Food and Water (subterranean and/or bovine fare), Cure Serious Wounds (reversible), Detect Lie, Divination, Lower Water (reverse), Speak with Plants, Sticks to Snakes, Tongues, Hallucinatory Terrain (D), Hold Vegetation and Fungus (D), Passplant (D), Protection from Electricity (D), Arcane Eye*, Confusion*, Dimension Door*, Fear*, Fumble*, Mover Earth (Lesser)*, Polymorph Others*, Polymorph Self* 

5th Level: Commune, Cure Critical Wounds (reversible), Animal Growth (D), Insect Plague (D), Sticks to Snakes (D), Transmute Rock to Mud (D), Tree Stride (D) (willows only), Distort Distance*, Passwall*, Secret Chest*, Stoneshape*, Telekinesis*, Wall of Stone* 

6th Level: Find the Path, Heal (reversible), Part Water, Arcane Window*, Guards and Wards*, Move Earth* 

7th Level: Regenerate, Restoration, Creeping Doom (D), Reincarnate (D), Transmute Metal to Wood (D), Clone*, Duo Dimension*, Phase Door*



DCC RPG
1st Level (d11): Blessing, Darkness, Detect Evil (lawful, light, airy, and/or heroic beings), Food of the Gods (subterranean and/or bovine fare), Paralysis, Resist Cold (but not heat), Second Sight, Word of Command, Charm Person*, Sleep*, Glorious Mire*

2nd Level (d18):  Cure Paralysis, Curse, Binding, Lotus Stare, Neutralize Poison or Disease, Restore Vitality, Snake Charm, Wood Wyrding, Detect Invisible*, ESP*, Forget*, Invisibility*, Knock*, Phantasm*, Ray of Enfeeblement*, Scare*, Shatter*, Sequester*

3rd Level (d8): Animate Dead, Remove Curse, Speak with the Dead, Dispel Magic*, Emirikol's Entropic Maelstrom*, Transference*, Water Breathing*, Forest Walk* (willows only) 

4th Level (d6):  Affliction of the Gods, Vermin Blight, Polymorph*, Transmute Earth*, Wizard Sense*, Kith of the Hydra*

5th Level (d3): Hepsoj's Fecund Fungi*, Mind Purge*, Replication*



Next week: Clerics of Veles, Part V!

Wednesday, November 13, 2019

Clerics of Veles, Part III

Veles tests his cleric to see what he's really worth.

Divine Tests
1-3. Is more chaos better? Veles will have the cleric see, with a 1d8-5 modifier applied to all his rolls for the next 1d2 turns x 3.

4-8. Action is needed. The cleric must now perform some sacred test, since he loses access to some of his spells (50% chance for each one), including possibly his turn ability, until it is done. Roll 1d6 for each.
[1] Break a law with one who is meant to enforce it knowing that the cleric did so.
[2] Startle someone of equal level or greater.
[3] Laugh hysterically at one of higher status and who will dislike it.
[4] Give all the coin on his person to the next musician he meets. 
[5] Insult a follower of Perun or similar, Lawful god.
[6] Shepherd livestock, or the dead if possible, for 1d4 hours, preferably underground or near water.

9-14. Veles sees fit to change the cleric... permanently. His appearance is altered, whether an eye, hand, foot, or even complete head, causing him to increasingly look like a hybrid monster to the non-faithful, along with a cumulative -2 Charisma penalty when attempting to associate with such types. Roll 1d6 each time this test occurs to determine the nature of the change: [1] Wolf, [2] Serpent, [3] Stag, [4] Bat, [5] Bear, [6] Shadowy Form. 

In return, he gains a corresponding benefit (roll 1d6 again): [1] +3 bonus for all rolls made to hide, [2] can regain 1d4 hit points per day by smothering a wound with fresh earth, [3] can remove one harmful effect when completely bathed in subterranean water once per day, [4] can make a bite attack every other round of melee combat for 1d4 damage. [5] can choose to go first in initiative up to once per day, [6] can reroll one of his spell rolls up to once per day.

15-17. Oh the turns that Veles makes. For the next 4d6 hours, those who once knew the cleric no longer recognize him, seeing him only as a stranger instead. Foes might mistake him too, though followers of Perun are immune from the effects of this temporary identity loss that Veles did take. 

18+ A stronger challenge from Veles arrives... in the form of a monster! It will lurk within a 360' radius of where this test occurs, attacking the cleric, his allies, and any who might remain in or venture into that area until it is itself slain. Roll 1d3 times on test results #9-14 above to see what form the monster takes, possibly being some sort of  chimeric beast. In any case, its stats will be:
Align: C; Mve: 50’; AC 4; HD: 5; Attk: 2 (claw/ bite); Dmg: 1d6+1 bite; SP: cause fear to those who first encounter it- save vs. death negates; Sve: F6; Mor: 9

And for every divine test result over 18, increase the radius of its prowling range by 60' and its HD and damage bonus by 1!



DCC RPG Conversion Notes
Charisma= Personality
Turn ability= Turn Unholy ability

Stats for results 18+ monster: Init +3 Attk claw +7 melee (1d6+1), bite +7 melee (1d6+1); AC 15; HD 5; MV 40'; Act 2d20; SP: cause fear to those who first encounter it- Will save DC 10 negates; SV Fort +5; Ref +5; Will +7; AL C. 


Next week: clerics of Veles, Part IV!

 



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, following Freya and Sif. And although those goddesses are similar to Lada, they are also 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, [4-8] 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: priestesses 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!