Wednesday, September 11, 2019

Clerics of Perun, Part IV

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

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

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

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

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

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

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

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

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

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

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

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

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

Next week: Clerics of Perun, Part V!

Wednesday, September 4, 2019

Clerics of Perun, Part III

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

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

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

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

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

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

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


Wednesday, August 28, 2019

Clerics of Perun, Part II

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

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

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

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

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

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

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

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

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

12. Blessed by the Thunder God: The magic works for twice its normal effect, range, or duration, as well as it not being expended that day. In addition, the cleric gains the ability to sense the direction to the nearest dark, chaotic, watery, or serpentine being (pick one each time this result occurs) for the next 1d6 turns

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

Next week: Clerics of Perun, Part III!

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

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

Tuesday, August 20, 2019

Clerics of Perun, Part I

Lawful Slavic God of Thunder

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

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

Next week: Clerics of Perun, Part II!

Wednesday, August 14, 2019

Upcoming Volume II Revision

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

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

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

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

Wednesday, August 7, 2019

Spirit Encounters V: Reactions

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wednesday, July 31, 2019

Spirit Encounters IV: Events

Now that one might know what to expect when encountering spirits of various types, it would behoove us to determine when such spirits may be present. Still, they may go unnoticed unless the mortals there are cleric-types who  save vs. spell. If successful, they may then choose to interact with the spirits- see Divinities and Cults: Volume II and Spirit Encounters Part I, II, or III for additional details and encounter ideas. Note that shamans will notice the presence of any spirits automatically, but may wisely try to ignore them anyway. 

Roll 1d6
1. An invisible elemental is drawn here by the fighting, likely one of fire (a base 75% chance), though one of the other types (water, earth, or air) might have been attracted instead. In any case, things are likely to get intense, with all damage and healing occurring with a +1d6 modifier.

2. Mysteriously, a random combatant is bolstered by the essence of a totemic beast (see Part III for modifiers). There is also a 25% chance of an opposing totem bolstering one of his foes as well- one beast to face off with another.

3. Kill! Kill! An ephemeral demon is present, though whether drawn to the murder here or being its actual cause, few can tell. Whatever the reason, it compels those who would spare a foe to instead save vs. death or finish them off anyway. Still, an angelic spirit has a 50% chance of arriving too to counter it and will certainly not spare the demon. 

4. There's quite a score to settle. 1d3 random combatants feel the strength of their ancestors and gain a +3 to all rolls made to fight those of another country, creed, or breed.

5. How to choose the slain? 1d6 stunning valkyrie watch the battle, visible only to those about to die, waiting to bring the worthy to Valhalla. Even those who fight well and survive might earn their fair maiden attention (a Charisma check).

6. Wondering at all the fuss, an ethereal pixie causes an unlucky combatant to suffer a combat mishap- roll just a d10 on the Battle Event table found in Volume II. Maybe now they can go back to having some fun. 

Roll 1d6
1. Fey love, the attraction between the man and woman is whimsical, enchanting from the unseen faerie watching. It bestows a +3 boon to all romantic rolls they make, but such love is also fleeting and ends completely within 4d6 hour's time, effectively turning one of them into a pumpkin (save vs. spell negates the latter effect).

2. With an animal magnetism, either the man hunts for his mate or she draws him in with hers (an equal chance of either). They will then become quite passionate, but also aggressive, causing both to take 1d6 damage and to certainly sire offspring from such a rut.

3. A hidden, fair maiden muse is at work here, either secreted in the form of the woman loved or simply arranging the encounter to help inspire the man. If he properly interprets the experience (a Wisdom check), then she will help to get his creative juices flowing in any case.

4. Lust abounds, easily corrupted. A demonic essence watches the two, waiting to pounce and cause something nasty to happen as a result of their courtship (per Unharmonia in Volume I). If both save vs. death though, then they will be spared.

5. Loving you... After the encounter, either the man or the woman seems drained somehow and withdrawn. If the other persists, then the negative one will actually suck one character level away from them due to the undead haunt that has taken up residence within. Needless to say, the relationship has likely taken a turn for the worse.

6. Nature spirits rejoice in this act, driving the lovers to be all-natural and free, no matter who else can see. Only a save vs. spell can resist such an obvious mating display.

Roll 1d6 
1. A mighty totem makes its presence felt, granting the spellcaster a taste of its power for the next 2d6 rounds (detailed in Part III).

2. One always wondered whether he or she was watched over. Turns out that the spellcaster has been: by their guardian angel, granting a +1 to all rolls when being moral, -1 when not.

3. Chuckling with glee, 1d3 leprechaun spirits cause those who cast spells here to roll twice for their magical side-effects and have both occur.

4. Thanks to a profound elemental presence, the next spell involving fire, air, water, earth, or some other primal element is doubled in magnitude: power, area of effect, and range- even if the caster would not wish it to.

5. What of balance? If the caster forgoes using his magic for the next 1d6 turns, then he will gain a +1d6 bonus to all rolls for the next spell he casts after then. The nature spirit watching would certainly agree.

6. Ancestral phantoms become triggered by the casting, knocking over anything within 30' that's not a traditional item (at least 3d6 decades old), along with any whippersnappers who aren't the same.

Roll 1d6
1. It runs in the family... It is actually an ancestor that is causing the malady, either as some karmic price yet unpaid or simply the way things have always been. Traditional healing would be the only remedy.

2. Flowers and the earth's bounty can bring succor, but sometimes the reverse. A spirit of nature, either twisted somehow or perhaps it is the mortal who has been so changed, has caused this reaction. See Johnny Applewheeze for the result, though the remedy might be different herbs indeed.

3. Why not have a little more? An unseen sprite may have led the mortal a bit too far this time, into heavy overindulgence. Best now to abjure sweets and (especially) strong drink for a time.

4. With one's vital humors being so imbalanced, it is obviously an elemental at work here (roll 1d4): [1] fire - choleric, [2] water - phlegmatic, [3] air - sanguine, [4] earth - melancholic. The only remedy for such dyscrasia is a rebalancing with its opposite, or a good amount of bleeding (1d8 hit point's worth).

5. Taxing, this is. It drains and leads to unmet dreams of what cannot be had, one would think an undead specter had caused it. In reality, it's the work of a fair maiden, driving the mortal to seek the very love that causes such pain.

6. The only outlet for such a disease, itself nasty and wrong, is doing more wrong- just as the demon who laid the curse  would have it. Whether by angel, fair maiden, or totem (depending on the afflicted's way), only by a follower of a divinity who is served by such beings (see Volume II for the list), can the cure be made, and the demon banished.

DCC RPG Conversion Notes
Save vs. death= Will save DC 10. 
Charisma check= Personality check DC 15.
Save vs. spell= Will save DC 15.
Wisdom check= Luck (or Wisdom, if using the optional rules in Volume I) check DC 15.

Next week: Spirit Encounters, Part V!

Wednesday, July 24, 2019

Spirit Encounters III: Nature, Totemic, & Undead

And what of the remaining types? Often conflated with elementals, fey, or even fair maidens, nature spirits embody natural places, bestowing health, harm, or even nothing in their own inscrutable and often subtle ways. Totemic spirits rather bolster: a boon to those they help and a bane when applied to one's enemies. And finally, we have undead spirits who, unlike ancestral ones, have not only failed to move on from their mortal obsessions, but now seek to drain that very vitality from others. 

Nature Spirits
Roll 1d4
1. This natural place is exceedingly pleasant, with a (roll 1d6): [1] pond, [2] stream, [3] great tree, [4] copse of trees, [5] pleasant rock, or [6] general good feeling in which a nature spirit has a 50% chance of bringing succor to those who venture here by (roll 1d6 again): [1] healing all wounds, [2] removing all diseases or curses, [3] granting a +3 bonus to all nature-related checks for the next 2d3 hours, [4] granting a +1 bonus to all rolls for the next 1d3 hours, [5] showing direction to the nearest node (see Volume II for details), [6] reroll twice. 

2. This natural place is exceedingly unpleasant, which features (roll 1d6): [1] crawling bugs, [2] sharp brambles, [3] nasty critters, [4] flying bugs, [5] a general feeling of unease, or [6] reroll twice in which a nature spirit has a 50% chance of bringing pain to those who venture here by (roll 1d4 again): [1] inflicting 1 damage per round, [2] causing -1d6 to all rolls while here, [3] causing -1d2 to all rolls for 1d6 hours afterwards, [4] all three. 

3. Quietly, a landvaettir (see Volume I for details), watches from this natural area invisibly while nothing else occurs. It simply is, though those with the ability to notice and speak with it may uncover more (per Referee). 

4. 1d3 spirits of this place manifest as (roll 1d12 for each): [1] satyrs, [2] green men, [3] fauns, [4] wild men/ woses, [5] sileni, [6] nymphs, [7] naiads, [8] dryads, [9] hamadryads, [10] oreads, [11] giant version of (reroll d10), [12] treant. They engage with visitors in ways that comes naturally- fear not though, for their orientation is landscape. 

Totemic Spirits
Roll 1d4 
1. The essence of a great beast fills a random party member (roll 1d8): [1] bear, [2] boar, [3] wolf, [4] lion, [5] stag, [6] bull, [7] eagle, [8] other. It grants them +1d4 (roll 1d6): [1] Strength, [2] Constitution, [3] Dexterity, [4] Charisma, [5] initiative bonus, or [6] Wisdom for the next 1d4 hours. It also causes them to have to save vs. spell whenever faced with a food or prey that type of totem possessing them would feed on. If they fail, then they must stop for at least 4d6 rounds to do so, unless they or a loved one is in grave peril during this time.

2. A totem now gives a random party member a more animal appearance (see result #1 above for type) along with the ability to use one of the following each round for the next 1d4 hours (roll 1d5): [1] bite attack for 1d4 damage, [2] claw attack for 1d2 damage, [3] gore attack for 1d6 damage (requires a charge), [4] +3 AC bonus, [5] +15' move bonus 

3.  Bad tidings: it is now the party's next enemy that is bolstered by a totem spirit, per result #1 or #2 above! 

4.  A mighty animal stalks into view. Whether it is a rare case of a totemic spirit given physical form or simply of a giant beast augmented further by its totemic namesake, the party should beware. Treat it as a giant (10 HD) version of one of the animal types listed in result #1 above, as well as it being able to turn invisible. It will also only harmed by magic weapons and 3rd level spells or greater and will attack if sufficiently provoked. 

Undead Spirits
Roll 1d4 
1. Many say that an otherwise normal man lurks in this area, obviously possessed. Those who seek him will find that to be true, though the undead entity inhabiting him can exhibit that possession in a variety of ways (roll 1d4): [1] obsession over finding the one who had killed the spirit's original body, [2] seeking out life force to drain (per #2 below), [3] having a disease, [4] all three.

2. The spirit of the next foe the party vanquishes in battle rises again as a fell undead. Treat it as a ghost, though what harm it does depends on its obsession in (un)life, draining with a hit (roll 1d4): [1] 1d3 levels (getting ahead), [2] 2d6 years of life (having youthfulness), [3] 1d4 Strength (being mighty), [4] 1d4 Wisdom (shirking responsibility).

3. 1d4 party members get the nagging suspicion that they are being watched. Those who investigate find that it is an undead spirit (see #2 above), though it will only reenact the nature of it's death; that is, unless they taunt it by displaying what it obsesses over. 

4. Something dark dwells here. A spirit lost to that what was once given, but then became unrequited, doomed by love itself. Attacking like some sort of  wraith, it looks for any others who now have what it lost, draining them of 1d3 Charisma. Who could love them now?

DCC RPG Conversion Notes
Referee= Judge 
Constitution= Stamina
Dexterity= Agility
Charisma= Fellowship
Wisdom= either use the optional rules in Volume I or Luck
Save vs. spell= make a Will save DC 15

Next week: Spirit Encounters, Part IV!

Wednesday, July 17, 2019

Spirit Encounters II: Elemental, Fair Maiden, & Fey

Continuing our examination of how spirits can be brought into one's campaign, we present elemental, fair maiden, & fey encounters. Not concerned with ethics and morality (or immorality) the way ancestral, angelic, or demonic spirits are, they instead espouse either the way of their element, guide specific mortals to victory or doom, or simply live in the way of whimsy- especially if one seems to have lost one's pants.

Elemental Spirits
Roll 1d4
1. The elements show intensely here, making it very (roll 1d4): [1] hot, [2] cold, [3] wet, [4] dry. Those who enjoy such a state gain a +1 to all rolls, while those who don't suffer a -1 instead. What is more, there is a 75% chance of a 1d10 hit die elemental matching the type of weather at work manifesting here, a spirit to show just how intense it is. 

2. Such beauty. The party notices a (roll 1d4): [1] bright flame, [2] gentle breeze, [3] shapely stone, [4] nearly crystallized pond. Any magic cast here that matches that element is doubled in range, effect, or duration by the spirit present. What is more, there is only a 25% chance of either a fire giant, cloud giant, stone giant, or frost giant showing up to destroy the interlopers. 

3. Danger is nearby in the form of a great (roll 1d4): [1] wildfire, [2] windstorm, [3] avalanche, [4] flood. Those who don't escape to at least 1d6 x 100' away within 4d3 rounds must save vs. death or take 4d6 damage. Even then, the danger has a base 25% chance of moving in a random direction, possible following them up to that very distance away! Beware!

4. Not all that is elemental is merely physical. A feeling comes over every man and beast within 120'. They must save vs. spell or become (roll 1d8): [1] angry, [2] impassioned, [3] whimsical, [4] active, [5] stubborn, [6] stalwart, [7] saddened, [8] balanced. Such a state persists for the next turn. 

Fair Maiden Spirits
Roll 1d4 
1. A random party member is blessed with the love of a beautiful spirit woman, though whether or not she's real, it's very hard to tell. In any case, she does seem to stay with him (roll 1d4): [1] via an armlet, [2] via a tattoo, [3] via an invisible presence, [4] in near-physical form. Doing so grants him a +1 to all rolls that lasts for up to 1d6 hours each day, though if a mortal woman approaches him for romance, the spirit woman will gladly try to slay her (save vs. death negates). He is hers!

2. The next woman that one of the party members lies with turns out to actually be a fair maiden nymph. It is an experience like no other, with her being able to guess and meet his every need and desire even if he doesn't know what that is, granting him the same bonus from result #1 above. Still, he finds no pleasure in any other lover afterwards, unless she too is actually a fair maiden, and actually the opposite result if he persists in doing so.

3. Unrelentingly, all men within 120' of here are pulled towards an intoxicating (roll 1d4): [1] song, [2] scent, [3] sight, [4] je ne sais quoi. Though the siren it emanates from certainly appears fair, that those affected must save vs. spell to resist experiencing one of the following to get to her (roll 1d4 again): [1] falling off a cliff for 6d6 damage, [2] being dashed upon rocks for 3d20 damage, [3] walking past an enraged 3d4 HD monster, [4] be unwilling ever return again- doesn't. For those who find the will to fight her (and if she happens to take physical form), see the article on Aphrodite, Part III *here*. 

4. The next male character to fall in battle is strangely spared, though he loses 1d3 of his class levels instead. Unbeknownst to him, it just happens to be that his spirit guardian- a muse- sacrificed herself to save him, even if doing so might rob him of much the inspiration she had provided throughout his life. 

Fey Spirits
Roll 1d4 
1. The animals in this area seem normal enough; that is, until they start talking. Obviously the work of the fey, their accents also have a 100% chance of being Britannic (roll 1d6) for type): [1] Noble Saxon, [2] Gaelic, [3] Pictish, [4] Cymric, [5-6] Cockney. 

2. This place has very bright colors, almost glowing in pastels and scintillating chromaticism. A fey being (see Volume II for generation details) is understandably quite fond of it here, though any visitors can (roll 1d4): [1] brandish something made of cold iron, [2] take off their clothes and put them back on again backwards, [3] guess the fey being's name and say it three times, or [4] knock on wood in order to save vs. spell and thereby dispel the whole place. 

3.  It is said that a man in these parts cannot (roll 1d4): [1] lose a race, [2] age, [3] lose a bet, [4] be hated for longer than 3d3 rounds. What is not said is that he has entered into a fey bargain to do so and must cause others to act out a certain fairy tale in order to maintain his boon (roll 1d4): [1] Little Red Riding Hood, [2] The Three Little Pigs, [3] Goldilocks and the Three Bears, [4] Humpty Dumpty. Doing so typically causes them to save vs. paralysis or take 4d6 damage and he believes the party would make excellent candidates.

4.  A mysterious (roll 1d4): [1] rabbit hole, [2] twister, [3] mirror, or [4] closet is discovered. With it, the party may thus enter a fey realm- see Volume II for details- though being able to leave such a place may be another matter entirely. 

DCC RPG Conversion Notes
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Save vs. Paralysis= make a Reflex save DC 15

Next week: Spirit Encounters, Part III!

Wednesday, July 10, 2019

Spirit Encounters I: Ancestral, Angelic, & Demonic

As the edits for Volume II and its revised pdf are wrapped up over the next few weeks, we begin a special series on spirits. Unlike divinities and fell lords, spirits are localized and much less potent, though they can still cause adventurers quite the memorable experience. And, as mentioned in Volume II, though they can usually be turned, they can rarely be harmed by sword or spell. Unusual methods may be required in order for them to be overcome.

Here are ancestral, angelic, and demonic spirit encounters, for those beings who espouse tradition, morality, and immorality respectively.  

Ancestral Spirits
Roll 1d4
1. A random item in one party member’s possession is an heirloom indeed. Possessed by the spirit of a dwarven ancestor, it grants its bearer a +1 to all rolls made against (roll 1d4): [1] orcs, [2] elves, [3] goblins, [4] trees. Of course, he or she will hate all four with a passion even if the heirloom doesn’t grant a bonus against them. 

2. With a strange air about him, a man approaches the party, asking them to set some issue right. Though he is actually an ancestral spirit, the cause he requests is fully material (roll 1d4): [1] set a certain descendant of his back on the right path, [2] harm a rival clan, [3] recover a family heirloom, [4] restore an old custom in town. 

3. A small tomb is discovered. Apart from the 1d6 x 100 gold pieces in valuables it contains, its potent spirit will attempt to possess a random interloper (save vs. death negates). Oddly enough, it won’t then necessarily try to slay the party, but will instead seek to destroy an ancient foe and any of its representatives that it encounters (roll 1d6): [1] dwarves, [2] orcs, [3] goddess-followers, [4] shoe-wearers (sandals or boots are acceptable, but certainly not slippers), [5] the shirtless, [6] those men who refuse to wear proper mustaches. Still, if any in the party does match one of these, then it will end up trying to kill them after all. 

4. Everyone within 60’ must save vs. spell or immediately revert to the way of their early ancestors, eschewing fire, metal, clothing, and other new fads. Such a state can only be relieved by quieting the spirit at work here (roll 1d4): [1] appeasing it with a proper offering of animal fat poured upon the ground, [2] getting at least 1d4 others to give up such new fads for 1d4 hours too, [3] assisting the spirit's nearby kin who are quite primitive too, [4] finding its burial plot and threatening to defile its remains. 

Angelic Spirits
Roll 1d4 
1. How moral have you been? If so, then a mighty angelic spirit arrives to grant each party member a +1 to +3 to all rolls (depending on how much) for the rest of the day. If not, then it will punish them with a -1 to -3 for that time- even if just one has been immoral- unless they all agree to smite some other evil instead. 

2. It is rumored that those who pray hard enough before a bright fire will encounter an angel clad in white. He grants a one-time prophecy to all who are pure of heart, hoping to guide them onto a righteous path even if they aren’t already on one. 

3. A man in this area has been healed. Others have tried too, but with mixed results (only experiencing such healing 50% of the time) even if they've lived a goodly life. The secret is that they must also be (roll 1d4): [1] peaceful, [2] artistic, [3] engaged in good works, [4] all three. Doing so brings the chances up to 75%.

4. A shadow falls upon this 1/4 mile area, but it is also strangely comforting. Of course, those who have been wicked will instead be revealed and smitten for 4d6 damage, not find it comforting at all.

Demonic Spirits
Roll 1d4 
1. An unlucky party member begins to experience terrible nightmares. He is unable to sleep well, suffering a -1d6 to all rolls until the demon who has taken up residence inside him is exorcised

2. In a bizarre manner, the next foe the party encounters is unusually vicious and powerful, gaining a +3 bonus to all rolls made to do harm. The clue as to the cause is that (roll 1d6): [1] its eyes are completely black, [2] its head twists around, [3] it engages in unnecessary profanity, [4] it has horns or wings and a red or black hide, [5] it performs music backwards, [6] all five. Once slain, things get even worse, for the demonic spirit within the foe gets released and tries to possess one in the party (save vs. death negates)! 

3. Something seems off to all within 60' who fail to save vs. spell (roll 1d6 for each one affected): [1] a weird pain or itching, [2] a rotten smell, [3] disturbing sounds, [4] something moves and shifts just in the corner of their vision, [5] painful flatulence, [6] dour looks from everyone they see. Each lasts for 1d6 turns, though engaging in a cruel act ends it immediately, signifying that some sort of demonic force is at work.

 4. Using supernatural powers, a strange, diabolic woman aids the party during their next time of need. All she requests in return is that they (roll 1d6): [1] perform just one bloody sacrifice to some fell lord, [2] lie, cheat, or steal at their next opportunity, [3] pay her proper homage, though she will soon insist on such homage becoming devil worship, [4] sign a confusing contract, [5] give her their souls, [6] change so that she can still love them.

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

Next week: Spirit Encounters, Part II!