Wednesday, April 1, 2020

Warlocks of Chernobog, Part III

Light comes to an end. Chernobog rises again.

Divine Tests
1-3. Abjure all contact! The warlock must seek sanctuary, eschewing others for fear that corruption might find him too. Once there, he shall do nothing else but remain for the next 3d6 turns, contemplating his own dark doom.

4-9. How much disaster can you spread? The warlock will find out, losing access to some of his spells (50% chance for each one), including possibly his turn ability, until he performs certain deeds. Roll 1d6 for each one lost to see what is required.
[1] Seriously disrupt a place of commerce for its own good.
[2] Close a schoolhouse, thereby causing all other forms of chaos.
[3] Spread the ways of one's specific doom-corruption's divinity: whether devastation, manipulation, anarchy, or the like.
[4] Attack 1d3 followers of one of the Slavic gods while salivating profusely, hoping to get their temple to close.
[5] Cough on everyone and everything encountered for the next 1d3 hours on purpose.
[6] Hoard sundry (and generally unnecessary) items, especially those related to chamber pots, for the next 1d3 days.

10-14. The blackness within the warlock now becomes obvious for all to see. Whenever this test occurs, roll 1d4 to determine what permanent change there is.
[1] Smoky: his gaseous stench makes those facing him in melee save vs. poison or take -2 to all rolls, but it's also obvious if he's been somewhere within the last 1d6 turns.
[2] Dark: gains a +6 bonus to being concealed in shadows, but also suffers a -2 to all rolls when in bright light.
[3] Disheveled: enjoys a +4 modifier against being held in place, but only has a base 40% chance of finding something on his person.
[4] Fatalistic: gains a +2 bonus to all saves, but must shout about it for at least 3d6 rounds whenever he does so.

15-17. The Law of Contagion demands that the warlock fear all he had come close to. Each person who he ventured within 6' of during the last 1d12+2 days has a base 25% chance of casting a random harmful Chernobog spell on him! Use the warlock's level to determine which spell levels to select from and also the intensity of the spells selected. If unsure of the warlock's contacts, then consider there to be 1d12+2 of them, making it likely that he may end up 6' under, as a result.

18+ Doom falls and all within 60' take 3d6 damage as horrible blackness oozes out of their body parts (see below for which body parts specifically ooze based on the warlock's doom-corruption's divinity). The warlock then realizes that his dedication to catastrophe may not be all that he thought it would be and suddenly shifts to Belobog, effectively becoming a follower of the non-corrupted version of his divinity, a true cleric of that Slavic god or goddess in all respects for the next 24 hours. For every divine test result over 17, increase the range by 60', the ooze-orifice damage by 3d6, and the length of his shift for another 24 hours; that is, if he survives that long.

Cherno-Perun: mouth and ears
Cherno-Lada: heart and generative organs
Cherno-Veles: eyes and ears
Cherno-Mokosh: navel and generative organs
Cherno-Dazbog: eyes and nose
Cherno-Baba Yaga: navel and anus

DCC RPG Conversion Notes
Save vs. poison= make a Fortitude save DC 15 
Turn ability= Turn Unholy ability

Next week: warlocks of Chernobog, Part IV!

Wednesday, March 25, 2020

Warlocks of Chernobog, Part II

Magical Side-Effects
Doom comes upon the world, and to Chernobog's warlocks too if they aren't careful. Roll 1d12. 

1. Cleansing Shadows: Chernobog insists that the warlock either perform a horrible sacrifice or wash his hands within 3d6 rounds. If not, then he will experience any of the spell's ill effects himself and should probably wash his hands anyway.

2. Sanctuary of Calamity: Stay back 6' from others! If the warlock does keep such a distance socially for the next 1d6 turns, then his spell will work at its normal potency and not be halved in all regard, even if his social life may cease altogether. 

3. Heresy Mute: Beware of that which you speak. The warlock must have remained faithful to his doom-divinity's tenets, only saying the best about devastation, heart-games, subversion, or the like for the last 1d6 hours. If not, then he will suffer an immediate divine test as the spell occurs. 

4. That Charred Smell: Dooms leave scents and one wafts in now. All within 1d6 x 5 feet must save vs. poison or be unable to bear it, suffering a -3 to all rolls for the next 1d6 turns, choking on the blackened remains of shattered dreams. 

5. Corrupting Night: To spite Belobog, Chernobog turns the area pitch black, affecting a 1d6 x 5 feet radius from where the spell occurs for the next 1d6 turns and robbing all non-followers of dark demon lords of their sight while within. 

6-8. No Side Effect: The spell works normally for now. 

9. A Curse Upon Thee: The warlock can now go further, doubling the magic's effect, range, or duration if used to harm a follower of one of the Slavic gods (and thereby a follower of Belobog), triple if used to harm their specific doom-corruption's divinity (Perun, Lada, Veles, etc.) If none applies, then the magic has no effect at all.

10-11. Hope Apocalypta: Chernobog demands disaster and if the spell would specifically aid in that- or whatever the warlock's doom-corruption's divinity would espouse, then its effect, range, or duration to be doubled. Otherwise, the warlock takes 2d6 apocalyptic damage instead!

12. Doom's Blessing: The magic works for twice its normal effect, range, or duration, as well as it not being expended that day. In addition, the warlock gains the ability to sense the direction to the nearest example of his doom-corruption's divinity, allowing him to spread more doom-corruption more easily.

DCC RPG Conversion notes
Save vs. poison = Make a Fortitude save DC 15
Spell not being expended that day= gains a +2 bonus to its spell check 

Next week: Warlocks of Chernobog, Part III!

Wednesday, March 18, 2020

Warlocks of Chernobog, Part I

Chaotic Demon Lord of Doom-Corruption

Tenets of Chernobog 
*Spread doom via one of the following corruptions of the Gods, so as to defeat Belobog!
Cherno-Perun: brutality, puritannicalism, devastation
Cherno-Lada: obsession, heart-games, manipulation
Cherno-Veles: subversion, skulduggery, anarchy
Cherno-Mokosh: smothering, overindulgence, oppression
Cherno-Dazbog: chaos, madness, upheaval
Cherno-Baba Yaga: fear, being overly difficult, plague-slaughter 

Warlocks of Chernobog
Special: Chernobog is served by warlocks. In a sense, they are anti-clerics, since they work to subvert the message of a particular divinity (and thereby Belobog, Chernobog's arch-foe), rather than spread it. This trait is referred to as a 'doom-corruption's divinity'. For example, a warlock of Cherno-Perun would appear much like a follower of Perun to the untrained eye, but would actually be working to corrupt the tenets of Perun, or at least to promote Perun's extreme dark side.
Allowed Weapons: per the doom-corruption's divinity, plus a hidden curved dagger
Allowed Armor: per the doom-corruption's divinity, plus a hidden black robe
Symbol: per the doom-corruption's divinity, except that close examination will show it to be sinister, inverted, and/or darker
Can Turn: Followers of Slavic divinities, and thereby Belobog!
Chernobog Mysteries: Warlocks of Chernobog can reroll a failed save up to thrice per level per day. If they are actively engaged in doom-corruption at the time, then they can pick which result they wish to keep. If not, then they must take the second result, even if it's worse.

Next week: Warlocks of Chernobog, Part II!

Wednesday, March 11, 2020

Kolduns of Baba Yaga, Part V

Baba Yaga Encounters
Terrible things may happen, but those who survive may come out the better.

Roll 1d12
1. Old age comes for us all. A randomly determined, unlucky adult within 120' begins to experience more of the drawbacks of decrepitude. Whether it be aches and pains, or just finding it harder to do things generally, he or she suffers a -1d2 reduction to a random ability score, but also gains a +1d2 bonus to Wisdom.

2. Can you stand the tests? We shall see if a random party member has gone through enough already. Roll a 1d20: if the result is less than or equal to the character's level, then they gain an additional level. If not, then they lose 1 instead. Investigation will show that it is Baba Yaga at work. 

3. Three skulls are revealed. One burns for 3d6 damage, the other has an eternally lit flame, and the last grants immunity to fire for 24 hours. Those who pick them up will find out for themselves, though kolduns and witches will know already.
4. Up ahead, three cauldrons lie. Those who climb in will discover that each one may cause (roll 1d3): [1] old age (per result #1 above), [2] chicken legs (per divine tests #10-14), [3] +1 caster level. The effects last until the next (roll 1d3): [1] dawn, [2] dusk, or [3] midnight, though the bad memories may endure much longer.

5. Who is brave enough to enter the hut that stands upon chicken legs before you? How about the other two next to it? The first to enter one will be granted the answer to any one question they seek; the other two, death, putting one's chances of living at 1 in 3, while those faithful to Baba Yaga or a similar divinity will only be knocked unconscious with a wrong choice. 

6. Baba Yaga creeps closer. 1d3 party members immediately experience one of her divine tests- roll 1d20 on that table. Those who survive gain 1 level of koldun, even if they don't want it. 

7. Perhaps servants of Cherno-Baba Yaga, perhaps not, 1d6 alkonosts (Slavic harpies) lurk here, seeking prey. There is also a 50% chance of a follower of Baba Yaga arriving (per #11 below), whether to do battle with them, or to assist (an equal chance of either).

8. One of three ride by: a mighty, phantom bogatyr (Slavic knight) signalling a change of time (roll 1d3): 
[1] white - dawn, [2] red - dusk, or [3] black - midnight. It then becomes that time, leaving those who don't follow Baba Yaga or similar divinities to pause in confusion for 1 turn, a common consequence of such a radical change in time.

9. With horrid nightmares ending, a random, unlucky party member awakes from his or her next sleep, but cannot move, for they have been hagged! And though they will eventually regain motion 1d12 dreadful minutes later, the horror of this nocnitsa visiting each night can only be stopped by performing some deed to one faithful of Baba Yaga (per #11 below), which might be even worse. 

10.  A witch war is brewing between a group of 2d6 kolduns of Baba Yaga and 2d6 witch followers of another goddess (roll 1d6): [1] Hel of the Varangians, [2] Hecate of the Greeks, [3] Morrighan of the Celts, [4] Trivia of the Romans, [5] Ishtar of the Mesopotamians, [6] Loviatar of the Finns. Most might wish to flee such a calamity, though the heroic will wish to stand and fight.

11. Wizened and aged, a follower of Baba Yaga emerges. She is (roll 1d12): [1-4] just a devoted follower of Baba Yaga, [5-9] a koldun of Baba Yaga, [10-12] a volkhva of Baba Yaga. Those who seek her wisdom will almost always pay a price.

12. Death comes for us all. A randomly determined, unlucky adult within 120' must save vs. death or die. If they save, then the next adult in a random direction must save instead. The process continues until one perishes, proving who is worthy and who is not.

DCC RPG Conversion Notes
Wisdom = Personality
Save vs. death = make a Will save DC 10

Next week: warlocks of Chernobog!

Wednesday, March 4, 2020

Kolduns of Baba Yaga, Part IV

Koldun Spells (Baba Yaga)
Who can stand wielding what the Witch Goddess can?

1st Level: Command, Cure Light Wounds (reversible), Detect Evil, Detect Magic, Protection from Evil (+3 if cast in her hut), Remove Fear (reverse), Resist Cold, Divine Weather (D), Faerie Fire (D), Pass with Trace (D), Message*, Shocking Grasp*, Shield*, Sleep*, Spider Climb*, Ventriloquism*

2nd Level: Augury, Bless (reverse), Delay Poison, Find Traps, Know Alignment, Hold Person, Holy Chant, Resist Fire, Reveal Charm, Speak with Animal, Spiritual Weapon (wielded by a phantom), Barkskin (D), Feign Death (D), Find Plant (D), Fire Trap (D), Obscuring Mist (D), Produce Flame (D), Stumble (D), Warp Wood (D), Amnesia*, Arcane Lock*, Auditory Illusion*, Detect Invisible*, ESP*, False Gold*, False Trap*, Invisibility*, Knock*, Levitate*, Light* (reverse), Ray of Enfeeblement*, Scare*, Shatter*, Stinking Cloud*, Web*

3rd Level: Animate Dead, Cure Blindness (reverse), Cure Disease (reversible), Dispel Magic, Glyph of Warding (works when placed in her hut), Locate Object, Prayer, Remove Curse (reversible), Speak with Dead, Striking, Snare (D), Blink*, Clairaudience*, Clairvoyance*, Fly* (requires a cauldron to stand in), Tiny Hut* (but can move around on chicken legs instead), Suggestion*

4th Level: Cure Serious Wounds (reversible), Detect Lie, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius (+3 if cast in her hut), Sticks to Snakes, Tongues, Flash Fire (D), Hallucinatory Terrain (D), Arcane Eye*, Charm Monster*, Fear*, Globe of Invulnerability (Lesser)*, Polymorph Others*, Polymorph Self*, Summon Monster II*

5th Level: Cure Critical Wounds (reversible), Flame Strike, Insect Plague, Control Winds (D), Wall of Fire (D), Contact Other Plane*, Distort Distance*, Feeblemind*, Magic Jar*, Secret Chest*, Telekinesis* 

6th Level: Animate Objects, Blade Barrier,Find the Path, Heal, Word of Recall, Control Weather (D), Fire Seeds (D), Anti-Magic Shell*, Arcane Window*, Dweomer of Rage*, Geas*, Guards and Wards*

7th Level: Astral Projection, Gate, Regenerate, Wind Walk (requires a cauldron to stand in), Control Weather (Greater) (D), Finger of Death (D), Reincarnate (D), Power Word Stun*, Summon Demon*, Permanency*

1st Level: Blessing, Darkness, Detect Evil, Detect Magic, Paralysis, Resists Heat (but not cold), Second Sight, Word of Command, Chill Touch*, Choking Cloud*, Ekim's Mystical Mask*, Magic Shield*, Sleep*, Spider Climb*, Ventriloquism* 

2nd Level: Banish, Binding, Curse, Lotus Stare, Neutralize Poison or Disease, Restore Vitality, Detect Invisible*, ESP*, Fire Resistance*, Forget*, Invisibility*, Invisible Companion*, Knock*, Levitate*, Locate Object*, Monster Summoning*, Ray of Enfeeblement*, Scare*, Shatter*, Spider web*, Curse of Moirae*

Next week: kolduns of Baba Yaga, Part V!

Wednesday, February 26, 2020

Kolduns of Baba Yaga, Part III

Baba Yaga's tests are perilous, yes, but that makes those who survive them stand out from the rest!

Divine Tests
1-4. Oh, you should think twice... The koldunia suffers a -2d4 penalty to all rolls that she makes for the next 24 hours, though the penalty will also last 1 hour longer for every natural 1 she rolls during that time.

5-9.  Far be it for the Witch Goddess to take magic from her servant- she will instead have them suffer 'an unfortunate accident' at the next (roll 1d3): [1] dawn, [2] dusk, or [3] midnight. And though it will inflict 1d6 x 1d6 damage, there will be little doubt as to who is responsible, whether a white, red, or black knight is seen. 

10-14. I'm not one of those pretty girls. The koldunia grows forevermore like Baba Yaga, aging 1d3 years and losing 1d3 CHA (except with regards to magical matters) for every time she experiences this test. In return, she gains a special ability based on what that change is. Roll 1d6.
[1] Long nose: +6 bonus to smell checks & can detect nationality
[2] Gnarled skin: +2 AC bonus & +2 to save vs. poison
[3] Long fingers: +2 manual Dexterity & can make a claw attack for 1d2 damage each round
[4] Hunched back: +1 Constitution, +2 hit points, & cannot be flanked
[5] Chicken legs: +2 to all saves & can ignore 1 mundane attack per round
[6] Iron teeth: can make a bite attack for 2d4 damage each round

15-17. Spoiled! Something even more pressing occurs, affecting the koldunia unless she can meet the gaze of someone else within 1d6 minute's time in order to give it to them instead. A save vs. death prevents this though and forces the koldunia to experience the test herself. Roll 1d6:
[1] Crops fail, or if they don't have crops, their current food stores go bad.
[2] Wedding (or other romantic event they're having) gets crashed.
[3] Learn a secret, but also age 1d3 years.
[4] Turned into a dog for 24 hours.
[5] Whisked away on a flying cauldron, ending up 1d100 miles away in a random direction.
[6] Their passage is 'swept away'- everyone forgets who they are for the next 1d3 days.

18+  Baba Yaga's chicken-legged hut emerges and the koldunia must make a choice of three (per Referee: pick one of three cauldrons, skulls, brooms, or the like). If the correct choice is made, then the test ends. If not, then Baba Yaga bites the koldunia for 3d6 damage and she must choose again sometime within 1d6 turns, taking more damage and every 1d6 turns thereafter until the correct choice is made, potentially becoming the Witch Goddess's supper!

DCC RPG Conversion Notes 
Charisma = Personality
Dexterity = Agility
Constitution = Stamina
Save vs. death = make a Will save DC 10
Referee = Judge

Next week: kolduns of Baba Yaga, part IV!

Wednesday, February 19, 2020

Kolduns of Baba Yaga, Part II

Magical Side-Effects
Sinister magics bless those deserving and harm those who are not. Roll 1d12.

1.  Curse of Baba Yaga: What will be given for this? The koldunia experiences a divine test (detailed next week) unless she can touch someone else within 1d3 rounds first, making them experience it instead. In the latter case, a save vs. death negates, but doing so will also negate the spell. 

2. Aiiiii! I seeee! An ecstatic trance comes over the koldunia, causing her to be ridden by Baba Yaga while casting the spell and for the next 1d3 rounds afterwards. And though most won't actually see the Witch Goddess during this time (only a base 10% chance), the koldunia will move madly in a random direction each round, shrieking to all that she can! 

3. Oh, it's you... As long as the spell is meant to help one unworthy or to harm one worthy, then it only works at 1/2 its normal potency. If unknown whether a target is worthy or not, then there is a 50% chance of it being so. 

4. Herbs, my pretty: Some parts of especially unpleasant plants, animals, or even other beings are needed for the magic to work. Koldunias typically have such things on their person, but non-koldunias typically find such things to be quite disturbing and will react badly when seeing them (a base 66% chance).

5. I bite: Appearing to take on iron teeth (unless she has them already), the koldunia must chomp into the closest person or object within a random direction. Such an act allows the spell to commence and automatically causes 1d4 damage to the one so bitten- let's hope that it has good chicken legs!

6-8. Witchcraft! A random Witch Side-Effect occurs- see Volume II (listed under Mercury, p.20) to determine which it is.

9. Ivan's Three: The spell's target must make a choice from three things, such as huts, brooms, or skulls. If successful (a base 1 in 3 chance), then he either gains triple the spell's usual benefit (if it was meant to help him) or no adverse effect at all (if it was meant to harm him). If not, then Baba Yaga simply bites him for 3d6 damage instead. 

10. Spoil! Though likely to rile any goodly folk who see such a dark deed, the spell works at twice its normal effect, range, or duration if meant to harm someone else. If not, then it only works at 1/2 its normal power, causing goodly folk to simply grumble. 

11. Fire of Vasilisia: The magic can be cast for double its usual effect, range, or duration if the koldunia holds up a flame; triple for all three if it is set within a skull. Still, all non-followers of Baba Yaga who witness such an act must save vs. death or take 2d6 fire damage (3d6 if seeing the flaming skull), possibly being burned to ash as well.

12. Blessing of Baba Yaga: The spell works for thrice its normal effect, range, or duration, and it is not expended for the day. Still, the koldunia must save vs. death or experience a divine test too (or give it to someone else as in #1 above)- Baba Yaga won't give such blessings for free!

DCC RPG Conversion notes
Save vs. death = Will save DC 10
Spell not expended for the day= koldunia gains a +2 bonus to the spell check

Next week: Kolduns of Baba Yaga, Part III!

Wednesday, February 12, 2020

Kolduns of Baba Yaga, Part I

Baba Yaga
Neutral Slavic Goddess of Old Age, Witchcraft, & Death

Tenets of Baba Yaga
* Honor old age's wisdom & limits
* Respect death
* Initiate those who are worthy
* Punish those who are not

Kolduns of Baba Yaga
Special: Baba Yaga is served by kolduns (slavic witches; female koldunias) and volkhvas (slavic oracular priestesses).
Allowed Weapons: Dagger
Allowed Armor: None
Symbol: Old Face, Chicken Legs, Skull
Can Turn: Those who have a Wisdom score of 15 or less.
Baba Yagan Mysteries: When in their hut and working with a cauldron and special ingredients, kolduns of Baba Yaga can reroll one of their spell rolls. They may do so up to thrice per day per level, selecting which result they wish to keep.

Next week: Kolduns of Baba Yaga, Part II!

Wednesday, February 5, 2020

Clerics of Dazbog, Part V

Dazbog Encounters
Illuming light and dark, fire and water, Dazbog brings all the luck that's due. 

Roll 1d12
1. Here, the edges begin to show more, brightness contrasting shadow intensely. All within 240' are fascinated for 1d4 turn's time. A save vs. spell negates, though followers of Dazbog gain a +4 bonus to this roll.

2. Does Dazbog grant luck? Determine a random party member and roll any die: evens = yes; odds = no. If yes, then he or she gains a +5 bonus to all rolls until the next day. If no, then the opposite is the case. 

3. The upperworld shines bright. All within 1/4 mile are blessed with Dazbog's light, though they must save vs. death or take 1d3 fire damage and be blinded for 1 turn. Followers of Dazbog and other bright divinities are immune.

4. And the underworld darkens deep. All within 1/4 mile are blessed with Dazbog's darkness, though they must save vs. death or take 1d3 frost damage and flee in fear for 1 turn. Followers of Dazbog and other dark divinities are immune to this, as well. 

5. If currently night, the sun rises, making it day. If currently day, then the sun sets, making it night. Apart from the obvious great disturbances of such events, the results of either #3 or #4 above will also occur, with things setting right the next day, even if the common folk remain greatly unnerved. 

6. 2d3 Slavs dwell here, half being of a bright personality; the others, dark. All follow Dazbog, but that may be where their similarities end (a base 50% chance). If so, then they will be at odds. 

7. A four-faced statue stands at a crossroads. Sacred to Svetovid, the West Slavic version of Dazbog, going in the correct direction from there will bring good fortune. Those who do (a 1 in 4 chance), will gain a +1 bonus to all rolls until they veer from their path. Otherwise, only a volkhv of Dazbog can determine which is right for each person. 

8. Shimmering, the party spots a golden chariot in the distance. Investigation will show that a follower of Dazbog is driving it forth (see result #12 below). And though he will be able to fly and gain other bonuses with it, he will also be greatly exhausted afterwards when his divinity needs it back (per Divine Test results #15-17). 

9. From the dark lurks a strange, wolfish man. Is he a follower of Dazbog (per #12 below) or someone else altogether? Roll 1d5: [1-3] follower of Dazbog, [4] follower of Veles, [5] follower of Cherno-Dazbog, Dazbog's evil equivalent!

10. One faithful in Dazbog is sent from the local temple to petition the party. He asks them to (roll 1d4): 
[1] investigate some followers of Veles, [2] recover a weapon left behind by Perun clerics, [3] grant a boon to a priestess of Mokosh, [4] root out a group of Chernobog cultists. The party's actions will then decide who is fortunate or not. 

11. Rains erupt from the skies, drenching all within one mile who do not have sufficient cover, or luck (per Referee).

12. Here is one who embodies both light and dark. A follower of Dazbog, he is actually (roll 1d12): [1-3] one just very faithful in and/or blessed by him, [4-7] a cleric of Dazbog, [8-9] a volkhv of Dazbog, [10-11] a monk of Dazbog, [12] an avatar of Dazbog.

DCC RPG Conversion Notes
Save vs. spell= make a Will save DC 15.
Save vs. death= make a Will save DC 10.
Luck (per Referee)= make a Luck check DC 10 

Next week: kolduns of Baba Yaga!

Wednesday, January 29, 2020

Clerics of Dazbog, Part IV

Cleric Spells (Dazbog)
Clerics of Dazbog have access to spells that reflect the contrasts of sun & rain, light & dark, along with luck. As such, many are reversible, showing if one is lucky or not.

1st Level: Create Water (reversible), Cure Light Wounds (reversible), Light (reversible), Remove Fear (reversible), Resist Cold, Burning Hands*

2nd Level: Augury, Bless (reversible), Know Alignment (non-neutral extremes only), Hold Person, Resist Fire, Spiritual Weapon, Fire Trap (D), Produce Flame (D), Stumble (D), Darkness Globe*, Ray of Enfeeblement*, Mirror Image* (always three images, so that it appears as if four adjacent duplicates are facing different directions)

3rd Level: Continual Light (reversible), Cure Blindness (reversible), Cure Disease, Dispel Magic (if cast above or below ground- the opposite of where the original magic to be dispelled was cast), Locate Object, Remove Curse (reversible), Striking, Plant Growth (D)

4th Level: Create Food and Water, Cure Serious Wounds (reversible), Lower Water (reversible), Neutralize Poison, Flash Fire (D), Flame Charm*

5th Level: Commune, Cure Critical Wounds (reversible), Flame Strike (appears as either fire or rain), Polymorph Self* (wolf and wolf-like forms only) 

6th Level: Find the Path, Heal (reversible), Fireball* (must be cast above ground), Freezing Sphere* (must be cast below ground), Part Water*

7th Level: Astral Projection, Restoration, Wind Walk, Solar Chariot (as Fire Chariot (D), but very sunny), Antipathy//Sympathy*

1st Level (d9): Blessing, Darkness, Food of the Gods, Paralysis, Resist Cold or Heat, Second Sight, Chill Touch*, Color Spray*, Flaming Hands*

2nd Level (d8): Cure Paralysis, Curse, Neutralize Poison or Disease, Restore Vitality, Fire Resistance*, Locate Object*, Mirror Image* (always three images, so that it appears as if four adjacent duplicates are facing different directions), Ray of Enfeeblement* 

3rd Level (d4): Bolt from the Blue (appears as either fire or rain), Remove Curse, Spiritual Weapon, Dispel Magic* (if cast above or below ground- the opposite of where the original magic to be dispelled was cast)

4th Level (d3): Control Fire (if above ground), Control Ice (if below ground), Polymorph* (self- wolf and wolf-like forms only) 

5th Level: Righteous Fire (may appear as fire or rain)

Next week: Clerics of Dazbog, Part V!

Wednesday, January 22, 2020

Clerics of Dazbog Part III

Dazbog shows the light amidst the rays of the setting sun. 

Divine Tests
1-3. The area grows increasingly contrasted, absorbing the cleric's attention for 2d6 turns; 1d6 turns if he successfully saves vs. spell. Others within 60' will also be so affected, moved by such potencies of light and dark.

4-9. Opposites abound: which will Dazbog have the cleric seek? Roll 1d6 to find out, noting that each time it must be from a different source or a new place- seeing the same thing burn or the sun from the same angle just won't do. Until then, the cleric loses access to some of his spells (50% chance for each one), including possibly his turn ability.
[1] Bright light or deep darkness
[2] Fire or water
[3] Good luck or bad
[4] Dawn or dusk
[5] Sun or moon
[6] Reroll 1d5, but rather than just one being needed to be seen, both are 

10-14. Above or below, Dazbog moves to let the world know. It is now the cleric who, with a base 25% chance of it occurring for every new encounter, grows (roll 1d4)...
[1] Bright: emitting light as a lantern, even when inopportune.
[2] Fiery: burning for 1d2 damage all that he touches with his hands.
[3] Watery: moistening all within 10', as if recently rained upon.
[4] Wolf-like: scaring those who don't like the lupine- save vs. spell negates.

15-17. The cleric is lent a splendid chariot, replete with amazing, solar steeds and lined with gems, precious metals, and other finery. Such a vehicle allows him to fly at double his normal speed, improve his AC by 6, and even gain a +8 Charisma bonus with those who are impressed by such things. Unfortunately, it is taken back right before the next sunrise (Dazbog needs it after all). Then, for the next 1d3 days, all the cleric can do is sleep, for he has been too drained from the experience.

18+ The sun rises only to fall again. Roll any die: evens= Belobog; odds= Chernobog. In the former case, it becomes or stays a bright day, the cleric must act Lawfully, and do only good deeds. In the latter, it becomes or stays dark night, the cleric must act Chaotically, and engage in deeds of woe. Either lasts for 24 hours, plus 24 additional hours for every divine test result over 18. Afterwards, the cleric will simply serve Dazbog again; that is, if he survives the upheaval. 

DCC RPG Conversion Notes
Save vs. spell= make a Will save DC 15 
Turn ability= Turn Unholy ability
Charisma = Personality

Next week: clerics of Dazbog, Part IV!

Wednesday, January 15, 2020

Clerics of Dazbog, Part II

Magical Side-Effects
Like the sun above, Dazbog's magic moves between light and dark, fire and rain. Roll 1d12. 

1. Gifts of Rod: Dazbog desires the presence of contrasting things, whether torchlight & water, man & woman, or the like. If not available, then an offering worth 1d6 gold pieces per spell level will do. 

2. Gates of the Zoryi: The magic's effects will only occur around dusk or dawn, or at those times if the spell is cast beforehand. Otherwise, Dazbog's daughters won't have the gates open yet. 

3. Solntse Mesyats: Whether by sun or moon, the spell will only fully work if the cleric is within view of the open sky. If not, then it will just be at 1/2 its normal power. 

4. Underwolf: Dazbog returns home at night. As such, the magic must now be hidden from view of any sky. Otherwise, it will take 1d3 extra round to cast. 

5. Lucky Ways: How giving is Dazbog this time? Roll any die: odds means that the spell works for half its normal effect; evens means that it's doubled. 

6-8. No Side Effect: The spell works normally. 

9. The 4th Direction: If the cleric's facing the right way when casting (a 1 in 4 chance), then the magic's effect, range, and duration can be tripled. If not, then they just function as they usually do. 

10-11.  Fire in the Sky: Hors' great light dispenses flame and flood, causing the spell's effect, range, or duration to be doubled if used under the open sky. Otherwise, it gains no bonus. 

12. Solar Blessing: 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 entrance to the underworld (if currently on the surface) or to the surface (if currently underground). 

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

Next week: Clerics of Dazbog, Part III!

Wednesday, January 8, 2020

Clerics of Dazbog, Part I

Dazbog, Neutral Slavic God of the Sun, Fire, Rain, & Luck

Tenets of Dazbog
* Illuminate with light and shadow
* Burn what's in the way
* Quench those needy
* Understand fortune

Clerics of Dazbog
Special: Dazbog is served by clerics, volkhvs (Slavic oracular priests), and monks (detailed in Volume III).
Allowed Weapons: Sword, spear, mace, bow
Allowed Armor: Splint mail or lighter
Symbol: Sun, Fire, Wolf, 4-Faced Head
Can Turn: Those facing the wrong direction (a 1 in 4 chance)
Dazbog Mysteries: Clerics of Dazbog can reroll a save when in direct sunlight or underground. They may do so up to once per level per day and must abide by the second result.

Next week: Clerics of Dazbog , Part II!

Wednesday, January 1, 2020

Priestesses of Mokosh, Part V

Mokosh Encounters
Mother Mokosh causes great, moist bounty to flow, weaving life together.

Roll 1d12
1. A random party member receives word that his mother has (roll 1d4): [1] remarried, [2] rearranged his possessions, thereby making everything take 1d20 extra rounds to find, [3] passed away, [4] come to visit! Prayers to Mokosh would now be in order.

2. Here rests a pleasant body of water. Those who bathe in it will (roll 1d4): [1] be healed of all ailments and wounds, [2] draw the amorous attention of a rusalka- a Slavic Nymph- who might then become a mother herself, [3] become quite muddy, but also receive double the benefits from any of Mokosh's magic for the next 24 hours, [4] receive 1d4 x 100 gold pieces if they have been keeping up with their chores.

3. 4d8 Slavs celebrate here, for a new child has been born! The new mother is (roll 1d4): [1] doing well, 
[2] still struggling from the labor, [3] without a husband, [4] especially supported by her husband. What is more, there's a 75% chance of one blessed by Mokosh (per #4 below) arriving within 1d3 turns, whether to provide comfort or to celebrate too.
4. A classic matron in both countenance and bearing, one said to blessed by Mokosh dwells in the area. When encountered, she is found to actually be (roll 1d12): [1-4] just an experienced mother and devout follower of Mokosh, [5-9] a priestess of Mokosh, [10-11] a volkhva of Mokosh, [12] an avatar of Mokosh. 

5. Do you feel that? A random individual within 120' of where this encounter occurs becomes strangely moist, even if they don't realize it, gaining a +3 bonus to all motherly and household-related rolls for the next 24 hours. 

6. The earth grows hale, then perishes again. What's happening here depends on whether Jarilo or Morana are dominant (an equal chance of either). In the former case, all life and fertility-related rolls gain a +3; in the latter, it is rolls involving divination and death that gain the bonus instead.

7.  Mokosh save us: a mother has abandoned her children! A muscular, yet disturbed man comes to sing the tale, himself hailing from the Danzig land of the Teutons. The power of Chernobog must be afoot  (detailed in a later post), for what loving mother would do that?

8. Strangely, a nearby home has come under duress. The food won't cook right, the linens won't get clean, and even the children are becoming choleric and gas-ridden. Those who investigate will find it to be the work of a Domovoy- a Slavic household faerie- who hasn't been properly appeased. Only a Mokoshian priestess will know how.

9.  The local temple of Mokosh is seeking adventurers to make contact with a not-to-distant group who follows a similar goddess, hoping to exchange sewing patterns and recipes (roll 1d6): [1] Frigg of the Varangians, [2] Danu of the Celts, [3] Demeter of the Greeks, [4] Ceres of the Romans, [5] Isis of the Egyptians, or [6] Ninhursag of the Mesopotamians. They will reward those who do so with treasure and magical boon, especially if the adventurers avoid rapine and slaughter along the way.

10. A quaint cottage lies ahead, possibly a legendary home of a talented weaver. The lady there is indeed so, though she is also (roll 1d3): [1] one blessed by Mokosh (per #4 above), [2] actually some sort of spider-demoness, [3] a ghostly haunt who uses phantom thread. If one of the latter two is true, then Mokosh would be very pleased if such a danger were removed. 

11. Rising majestically, twin boulders, visible a mile away, remind travelers of motherly comfort. Those who make the trek will find the place sacred to Mokosh- roll a d10 twice and consult the results above to see how it is so. 

12. This area is in a state of war, with those following Veles and Perun (or their equivalents) at each other's throats. Even party members who follow such deities must save vs. spell or do so too, also having all of their offensive abilities doubled in order to inflict the most carnage. The cause of this conflict is to see who will claim Mokosh's waters, though her followers are likely appalled at such violence in her name (a base 75% chance). If so, then they will sadly ask the Mother Goddess if they should build a wall...

DCC RPG Conversion Notes
Save vs. spell = Make a Will save DC 15

Next week: clerics of Dazbog!