Wednesday, September 25, 2019

Priestess of Lada, Part I

Lada
Neutral Slavic Goddess of Love and Summer

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

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




Next week: Priestesses of Lada, Part II!



Wednesday, September 18, 2019

Clerics of Perun, Part V


Perun Encounters
Perun's thunder can rain down both weal and woe. He will lend his faithful some help though (see below*). 

Roll 1d12
1. Thunder rumbles and a storm comes. All those who don't find cover within 1d20 rounds will take 2d20 damage- save vs. death for 1/2 damage- watching out for any ball lightning!
2. Thunder rumbles and the skies clear. Still, the chances of other encounters occurring doubles for the next 1d6 hours.
3. Suddenly, a dark being leaps out and attacks. It is a vampir (treat as a disfigured vampire or draugr- see Volume I), thirsty for blood and the light that Perun might bring!
4. 2d3 Slavs rest here, drinking spirits made of apples and such. An actual spirit may be present too (a base 33% chance- see Volume II to determine which type).
5. Hiss... A great, serpentine being slithers forth- it is a giant snake (giant python or boa constrictor)! If easily dispatched, 1d3 snake men (see Volume III) will seek to avenge it the next day.
6. 1d6 beautiful, slavic women stand at a clearing here, keeping a careful eye out for thunder. Potential brides-to-be, they will go off with men who appear to be of means to support them, even if they are adventurers. 
7. Do you smell that? Something dripping and rancid has been in the area. Those who pursue will find it to be 2d3 fish men (see Volume III for stats)- watery beings up to no good indeed.
8. Tough and strong, 1d3 Varangians round the bend. Similar to Perun, they follow Thor, who is Neutral and Norse and has a somewhat different focus, especially with hammers. The Varangians are unlikely here to debate theology though (only a base 25% chance), more likely on a raid!
9. Do they honor oaths? No! Do they respect the cosmic order? Of course not! For the rest of the day, any chaotic being or beings the party encounters (especially followers of Veles!) will attack the party on sight. And if there are any chaotic members in the party at the time, then they will attack the other party members too!
10. At this sacred place, weapons are lain aside. There's a 50% chance of 1d3 clerics of Perun still being present; 75% if outdoors and thereby at a kapishche. Otherwise, they have already departed.
11. A heinous, inverted star hangs here. It is a sign of Uncle Steel Dwarf  (link), and brutal tyranny is soon to follow. Those who follow Perun and all that's good should work to stamp it out right away.
12. A roar is heard in the sky and 1d8 x 10 armored Teutons advance in the distance. Those who approach them find they are engaged in some sort of 'Lightning War'. Perun worshipers might take issue with that (a base 50% chance). 

*If those affected by any of these encounters are faithful followers of Perun (or the like), they will gain one of the following benefits for the duration of the encounter (roll 1d4): [1] a +4 AC bonus, [2] a +4 save bonus, [3] the assistance of a 1st level cleric of Perun, [4] a 4d6 lightning bolt from on high, targeted on one enemy.


DCC RPG Conversions 
Save vs. death= Make a Fortitude save DC 10


Dobroslav, Sample 1st Level Cleric of Perun
Align: L
MV: 40’
AC: 7
HD: 1
Atk: 1 (hand axe or bow)
Dmg: 1d6+1 or 1d6
SP: Perun mysteries, turn ability
Spells prepared: [1st] Cure Light Wounds, Detect Evil (chaotic, dark, watery, and/or serpentine beings), Remove Fear
SV: C1
Mor: 10

Possessions:  Holy symbol, hand axe, bow, studded leather armor, 5 gold pieces

Dobroslav, DCC Stats
Init 0
Atk hand axe +1 melee (1d6+1) or bow +0 ranged (1d6)
AC 13
HD 1d8
MV 30’
Act 1d20
SP: Perun mysteries, turn ability
Spells known: [1st] Blessing, Detect Evil (chaotic, dark, watery, and/or serpentine beings), Food of the Gods, Paralysis
Ref +0
Fort +1
Will +1
AL L


Next week: priestesses of Lada!

Wednesday, September 11, 2019

Clerics of Perun, Part IV

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

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

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

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

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

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

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

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


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

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

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

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

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



Next week: Clerics of Perun, Part V!

Wednesday, September 4, 2019

Clerics of Perun, Part III

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

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

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

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

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

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


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