Are you skilled enough? Find out with encounters for Lugh: Celtic Lawful Long-Armed God of Skill, Truth, Heroism, & Light!
1. The party comes upon a patron looking to see if someone has what it takes to be a (roll 1d5):  wright,  smith,  champion,  swordsman, or  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):  Cloich Tabaill: a sling stone that kills fomorians and other deformed beings with one hit (save vs. spell negates),  Gae Assail: a +3 spear that can fight by itself, even attacking when not commanded to, or  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 Cúchulainn, 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 LughAlign: L
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
Possessions: Leather armor, +1 wooden shield, holy symbol, +1 spear, +1 sling, harp, 3 days rations, shamrock, 57 gold pieces
O’Abersand, DCC StatsInit +5
Atk spear +5 melee (1d8+1) or sling +7 ranged (1d4+1)
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*
Next week: Divinity Encounters, Manannan!