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.

LABYRINTH LORD
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*


DCC RPG
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 twice per level per day and pick which result they wish to keep.




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!