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!







Wednesday, December 25, 2019

Priestesses of Mokosh, Part IV

Priestess Spells (Mokosh)
Reflecting their goddess's earthy, watery, and motherly nature, priestesses of Mokosh have access to many spells.

LABYRINTH LORD
1st Level: Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Protection from Evil (+3 if in a home or while performing motherly duties), Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (save is 4 harder if she's weaving), Entangle (D) (usable in moist areas), Mending*, Unseen Servant* (usable in a home or for similar tasks)

2nd Level: Augury, Bless, Delay Poison, Find Traps, Know Alignment, Hold Person, Holy Chant, Snake Charm (when in areas of damp soil), Barkskin (D), Find Plant (D), Obscuring Mist (D), Warp Wood (D), Arcane Lock* 

3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding (works when placed on a home), Locate Object (if it’s a household item), Prayer, Remove Curse (reversible), Plant Growth (D) (when on moist ground), Stoneshape (D), Water Breathing (D), Clairaudience*, Clairvoyance*, Tiny Cottage (as Tiny Hut*, but looks quite quaint instead), Move Earth (Lesser)* (if it's at least damp) 

4th Level: Create Food and Water (homecooked food), Cure Serious Wounds, Detect Lie, Divination, Exorcise, Lower Water, Neutralize Poison, Protection from Evil 10’ Radius (+3 for those in a home or performing motherly duties), Speak with Plants (that are in wet soil), Hold Vegetation and Fungus (D), Summon Monster* (domovoy- a Slavic faerie), Teleport* (requires standing on damp ground to travel to a place that has the same) 

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Quest, Plane Shift (as Teleport*, above), Commune with Nature (D) (outside of a home or when on moist earth), Transmute Rock to Mud (D)

6th Level: Find the Path, Heal, Part Water, Stone Tell (works on damp soil too), Word of Recall (as Teleport*, above), Repel Wood (D), Transport via Plants (D), Move Earth* (if it's moist) 

7th Level: Earthquake, Holy Word, Regenerate, Restoration, Symbol (works when placed on a home), Conjure Earth Elemental (D) (a very damp one)


DCC RPG
1st Level: Blessing, Detect Evil, Detect Magic, Food of the Gods (homecooked), Holy Sanctuary (save is 4 harder if she's weaving), Paralysis, Protection from Evil (+3 if in a home or while performing motherly duties), Resist Cold (but not Heat), Second Sight, Second Sight, Sequester*, Moist Earth Walk (as Forest Walk*, but works on damp soil instead), Mending*, Ward Portal* 

2nd Level: Banish, Cure Paralysis, Curse, Neutralize Poison or Disease, Restore Vitality, Snake Charm (when in areas of wet earth), Wood Wyrding, Glorious Moist (as Glorious Mire*, but is quite healthy for vegetation too), Invisible Companion* (to be used for household and similar tasks), Monster Summoning* (domovoy- a Slavic faerie), Nythuul's Porcupine Coat*

3rd Level: Exorcise, Remove Curse, Consult Spirit* (ancestral, fey, or nature spirits), Dispel Magic*, Planar Step* (requires standing on an area of damp soil to be brought to the same), Water Breathing*

4th Level: Cause Earthquake, Sanctify, Warp & Weft*, Transmute Earth* (if it's moist)

5th Level: Wet Ground Bond (as Bottomfeeder Bond*, but works with those who dwell on moist earth instead), Mokosh's Sodden Soil (as Hepsoj's Fecund Fungi, but more earthy and plantlike)


Next week: priestesses of Mokosh, Part V!

 

Wednesday, December 18, 2019

Priestesses of Mokosh, Part III

Mother Mokosh gives freely, but sometimes asks more in return.

Divine Tests
1-4. So much to do, such little time! The priestess incurs a -1d4 penalty to any rolls she makes for the rest of the day unless they involve weaving or other matronly arts.

5-9. When will all the chores be done? The priestess loses access to some of her spells (50% chance for each one), including possibly her turn ability. Roll 1d6 for each one lost to see what needs to be done in order to get it back. taking. Each takes 1d4 hours, half that time if the priestess makes a successful Wisdom check.
[1] Weave- the resulting embroidery can then be sold for at least 2d6 gold pieces per hour worked.
[2] Care for children- party members can be substituted if no actual youngsters are present.
[3] Cook a meal- which can then feed 2d4 people.
[4] Clean the immediate 120' area, automatically revealing an hidden objects therein.
[5] Enjoy the company of her husband. If he's not available, then she can dream about him during that time.
[6] Fold and sort household items- even those held by the party if need be. 

10-14. Fitting for a mother, Mokosh's priestess begins to take on more of her goddess's divine shape. Roll 1d6.
[1] Her body becomes quite rubenesque and curvaceous, granting her +1 Charisma to those who rightly appreciate such things, along with a +1 Constitution bonus regardless.
[2] Whenever one of her children is harmed or suffering, she herself too suffers a -1 to all her rolls until the next sunrise.
[3] Living beings rarely wish to harm her now, granting her a +4 AC and/or save bonus in such situations.
[4] She must do household or other motherly duties for at least 2d3 turns each day or take a -2 to all her spell rolls due to the sense of not knowing what to do with her hands.
[5] Her bosom increases massively in size, granting a +2 to all healing-related rolls and a +1 Charisma with men, but also a -5' speed penalty.
[6] Unless already so, she becomes pregnant. In any case, the term, delivery, and raising of her child will be quite easy and blessed. 

15-17.  Not all matronly duties are easy. Roll 1d3:
[1] At the next meal the priestess has, things go terrible wrong. 50% of hers and anyone else who is present's supplies are lost due to breakage and displacement; 25% if she prepared the meal herself. A mischievous fairy is the likely culprit. 
[2] One of the priestesses offspring needs additional attention (if she doesn't have any yet, then a young relative), requiring her to be apart from her usual duties for 4d6 hours; 2d6 hours if she has been paying close attention to her children already.
[3] The priestess's husband goes missing. If he doesn't turn up in 1d3 days (a base 50% chance), then he has perished. The priestess will then turn to following Baba Yaga (detailed in a few weeks), using that goddess's magical side-effects and divine tests 50% of the time instead. If he does turn up during that time without a good excuse, then he may wish he hadn't.

18+ To Perun or Veles? The forces of above and below struggle to claim Mokosh's vital waters. Any followers of those or similar divinities that the priestess encounters will have their offensive abilities doubled and attack the opposing types on sight, making sure the priestess is unharmed. The situation lasts for 3 days, plus 3 additional days per divine test result over 18. The attacks and counterattacks even have a base 20% of causing an outbreak of war in the local area for each day such hostilities occur.


DCC RPG Conversion Notes
Wisdom check = make a Personality check DC 15
Charisma = Personality
Constitution = Stamina


Next week: priestesses of Mokosh, part IV!

Wednesday, December 11, 2019

Priestesses of Mokosh, Part II

Magical Side-Effects
Deep, earthen moisture gives life to all and to Mokosh's magic. Roll 1d12.

1. Gifts of Rod: Mokosh requests an offering of moist sustenance or some household good. It's needed so the magic can come to pass- it will only do so once it's given. 

2. Home Mother: Where else should one cast? Only in a home, while weaving, or with children around will the magic work.

3. Jarilo: Life-moisture flows up in the spring... The spell must reflect life, fertility, growth, or the like. Otherwise, it will only function at 1/2 its normal power.

4. Morana: ... and return to the earth in winter. Now the magic must have something to do with coldness, death, or divination. If not, it will only be at 50%.

5. The Moist Deep: From Mokosh, all comes and returns. Any rolls involving life, death, fertility, or decline that are made within 240' of the place of casting gain a +3 bonus for the next 1d6 hours.

6-8. Standard Casting: The spell works normally for now.

9. Matronly Hills: If something round like mothers' breasts is in view, then the magic's effect, range, or duration can be increased two-fold. If not, then it won't work this time at all! 

10-11. Woven Ways: The priestess can take 1d3 extra rounds to weave the spell into effect- or simply engage in some other household or motherly duty- and thereby cast it for double its normal effect, range, or duration. If not, then the spell just functions normally.

12. Blessing of the Moist Mother: The magic works for twice its usual effect, range, or duration, and it is not expended for the day. In addition, the priestess can sense the direction to the nearest home, fertile adult, or even offspring of someone for the next 1d6 turns.


DCC RPG Conversion notes
Spell not expended for the day= priestess gains a +2 bonus to its spell check


Next week: Priestesses of Mokosh, Part III!

Wednesday, December 4, 2019

Priestesses of Mokosh, Part I

Mokosh
Lawful Slavic Goddess of Motherhood, the Earth, Moisture, & Weaving

Tenets of Mokosh
* Care for your children & husband, put them first
* Honor the earth, let it provide for your family...
* Weaving, to be returned when done...
* Enjoying all moistures in-between

Priestesses of Mokosh
Special: Mokosh is served by priestesses and volkhvas (slavic oracular priestesses).
Allowed Weapons: None
Allowed Armor: None
Symbol: Breasts, Moist Soil, Thread
Can Turn: Those who don't treat their children well
Mokosh Mysteries: When with their children, standing barefoot upon moist earth, or when weaving, priestesses of Mokosh can reroll a failed save. They may do so up to thrice per day per level, selecting which result they wish to keep.



Next week: Priestesses of Mokosh, Part II!

Wednesday, November 27, 2019

Clerics of Veles, Part V

Veles Encounters
Such strange ways, brought before, held, as Veles says...

Roll 1d12
1. A series of caves lie ahead. Those who explore will find them to be (roll 1d6): [1] wet, [2] cunningly mazelike, [3] chaotically arranged, [4] filled with contraband, [5] housing an anarchic cell of Veles followers, [6] reroll twice.

2. What water is this? It is a (roll 1d4): [1] puddle, [2] pond, [3] stream, or [4] river, that contains (roll 1d4): [1] a beast of Veles- per result #7 below, [2] a strange presence, [3] a cunning item, [4] nothing at all?

3. Undermine the underhanded. There are those who claim to bring things down, but would only then lead to more tyranny. The party is approached by a follower of Veles who seeks assistance with defeating such types (who themselves likely belong to a cult) (roll 1d3): [1] a 'Gang' that forces others to 'Get Along' (or else), [2] those protesting the use of 'bad words' (and thereby demand bizarre recompense from those who use them), [3] systematic inquisition attempts against the local, forthright but buffoonish king (so that they may create a dictatorship of their own).

4. A huckster is spotted, but a group of cultists are also nearby, as well (roll 1d4 to determine the latter's allegiance): [1] Uncle Steel Dwarf, [2] Tezschnaz, [3] Enak, [4] Chernobog. The former may be forgiven by Veles, but the latter may not, for they are what always brings about the end of Slavic (and other human) civilization.   

5. You have stolen my name! A random, unlucky party member has his or her name taken; no others will be able to utter it, nor recognize the one afflicted easily until either 1d3 days pass or a volkhv of Veles provides blessing. Until then, all followers of Veles will have access to 1d6 x 10% of his wealth and other accesses!

6. This place demands a Secret Word to Pass in order to proceed any further. Who may guess it? Those who make an Intelligence check with a -10 penalty will, though followers of Veles and similar divinities won't suffer it in this case. What is more, those who fail face more than simply barrier though: they must save vs. spell or have their name stolen too (per result #5 above). 

7. Terrifyingly, a howl erupts and a beast appears! It is a (roll 1d4): [1] wolf, [2] bear, [3] serpent, [4] horned beast. It will attack any it can reach for the next 3d6 rounds, invincible, targeting Lawful combatants before all others (and followers of Perun even before them), only to vanish once more. Followers of Veles would be wise to stay out of the way. 

8. Rumors abound of Varangians setting fires, making practical jokes, and toppling pediments in the area. Yes, though they do follow Loki, Slavic followers of Veles will find such acts to be not in their interest and may even take action themselves (a base 50% chance). 

9. Punctuated by high winds and a thunderclap, 1d6 followers of Perun arrive, seeking any followers of Veles to attack on sight. See  Perun Encounters (link) for additional details if needed. 

10. Who will have Mokosh? 3d6 followers of Veles battle 3d6 followers of Perun to find out. Each side has equal chances of defeating the other; that is, if the party doesn't intervene to see whether her waters will rise up or down. 

11. A mysterious forest arises in the distance. Sacred to Veles, it contains (roll 1d6): [1] many willow trees, [2] 1d4 beasts of Veles - per #7 above, [3] 2d3 followers of Veles- per #12 below, [4] a giant, lewd, horned, dual-phallused centaur with 2d4 nude celebrants (in the tradition of powitanie jaryly), [5] a kapische (which allows Slavic casters to reroll their magical side-effects if they wish), [6] reroll 1d6 twice.

12. Only revealed now is one so blessed by Veles, even devout perhaps... (roll 1d12): [1-3] a non-classed follower of Veles, [4-7] a cleric of Veles, [9-11] a volkhv of Veles, [12] a Veles avatar.


DCC RPG Conversions 
Save vs. spell= make a Will save DC 15
Intelligence check with a -10 penalty= Make an intelligence check DC 25, DC 15 if followers of Veles.




Next week: priestesses of Mokosh!



Wednesday, November 20, 2019

Clerics of Veles, Part IV

Cleric Spells (Veles)
Clerics of Veles have access to the following spells, reflecting his cthonic, chaotic, bestial, and cunning nature.

LABYRINTH LORD
1st Level: Command, Create Water (flowing up from below), Cure Light Wounds (reversible), Detect Evil (lawful, light, airy, and/or heroic beings), Light (reverse), Purify Food and Drink (reversible), Remove Fear (reverse), Resist Cold, Charm Person*, Sleep*

2nd Level: Augury, Bless (reversible), Delay Poison, Find Traps, Hold Person, Snake Charm, Speak with Animal, Barkskin (D), Feign Death (D), Obscuring Mist (D), Warp Wood (D), Amnesia*, Darkness Globe*, Detect Invisible*, ESP*, Invisibility*, Knock*, Mirror Image*, Ray of Enfeeblement*, Scare*, Shatter*

3rd Level: Animal Growth, Animate Dead, Cure Blindness (reversible), Cure Disease (reversible), Dispel Magic, Glyph of Warding, Remove Curse (reversible), Speak with Dead, Hold Animal (D), Insect Swarm (D), Plant Growth (D), Snare (D), Tree Shape (D) (willows only), Water Breathing (D), Infravision*, Protection from Normal Missiles*

4th Level: Create Food and Water (subterranean and/or bovine fare), Cure Serious Wounds (reversible), Detect Lie, Divination, Lower Water (reverse), Speak with Plants, Sticks to Snakes, Tongues, Hallucinatory Terrain (D), Hold Vegetation and Fungus (D), Passplant (D), Protection from Electricity (D), Arcane Eye*, Confusion*, Dimension Door*, Fear*, Fumble*, Mover Earth (Lesser)*, Polymorph Others*, Polymorph Self* 

5th Level: Commune, Cure Critical Wounds (reversible), Animal Growth (D), Insect Plague (D), Sticks to Snakes (D), Transmute Rock to Mud (D), Tree Stride (D) (willows only), Distort Distance*, Passwall*, Secret Chest*, Stoneshape*, Telekinesis*, Wall of Stone* 

6th Level: Find the Path, Heal (reversible), Part Water, Arcane Window*, Guards and Wards*, Move Earth* 

7th Level: Regenerate, Restoration, Creeping Doom (D), Reincarnate (D), Transmute Metal to Wood (D), Clone*, Duo Dimension*, Phase Door*



DCC RPG
1st Level (d11): Blessing, Darkness, Detect Evil (lawful, light, airy, and/or heroic beings), Food of the Gods (subterranean and/or bovine fare), Paralysis, Resist Cold (but not heat), Second Sight, Word of Command, Charm Person*, Sleep*, Glorious Mire*

2nd Level (d18):  Cure Paralysis, Curse, Binding, Lotus Stare, Neutralize Poison or Disease, Restore Vitality, Snake Charm, Wood Wyrding, Detect Invisible*, ESP*, Forget*, Invisibility*, Knock*, Phantasm*, Ray of Enfeeblement*, Scare*, Shatter*, Sequester*

3rd Level (d8): Animate Dead, Remove Curse, Speak with the Dead, Dispel Magic*, Emirikol's Entropic Maelstrom*, Transference*, Water Breathing*, Forest Walk* (willows only) 

4th Level (d6):  Affliction of the Gods, Vermin Blight, Polymorph*, Transmute Earth*, Wizard Sense*, Kith of the Hydra*

5th Level (d3): Hepsoj's Fecund Fungi*, Mind Purge*, Replication*



Next week: Clerics of Veles, Part V!

Wednesday, November 13, 2019

Clerics of Veles, Part III

Veles tests his cleric to see what he's really worth.

Divine Tests
1-3. Is more chaos better? Veles will have the cleric see, with a 1d8-5 modifier applied to all his rolls for the next 1d2 turns x 3.

4-8. Action is needed. The cleric must now perform some sacred test, since he loses access to some of his spells (50% chance for each one), including possibly his turn ability, until it is done. Roll 1d6 for each.
[1] Break a law with one who is meant to enforce it knowing that the cleric did so.
[2] Startle someone of equal level or greater.
[3] Laugh hysterically at one of higher status and who will dislike it.
[4] Give all the coin on his person to the next musician he meets. 
[5] Insult a follower of Perun or similar, Lawful god.
[6] Shepherd livestock, or the dead if possible, for 1d4 hours, preferably underground or near water.

9-14. Veles sees fit to change the cleric... permanently. His appearance is altered, whether an eye, hand, foot, or even complete head, causing him to increasingly look like a hybrid monster to the non-faithful, along with a cumulative -2 Charisma penalty when attempting to associate with such types. Roll 1d6 each time this test occurs to determine the nature of the change: [1] Wolf, [2] Serpent, [3] Stag, [4] Bat, [5] Bear, [6] Shadowy Form. 

In return, he gains a corresponding benefit (roll 1d6 again): [1] +3 bonus for all rolls made to hide, [2] can regain 1d4 hit points per day by smothering a wound with fresh earth, [3] can remove one harmful effect when completely bathed in subterranean water once per day, [4] can make a bite attack every other round of melee combat for 1d4 damage. [5] can choose to go first in initiative up to once per day, [6] can reroll one of his spell rolls up to once per day.

15-17. Oh the turns that Veles makes. For the next 4d6 hours, those who once knew the cleric no longer recognize him, seeing him only as a stranger instead. Foes might mistake him too, though followers of Perun are immune from the effects of this temporary identity loss that Veles did take. 

18+ A stronger challenge from Veles arrives... in the form of a monster! It will lurk within a 360' radius of where this test occurs, attacking the cleric, his allies, and any who might remain in or venture into that area until it is itself slain. Roll 1d3 times on test results #9-14 above to see what form the monster takes, possibly being some sort of  chimeric beast. In any case, its stats will be:
Align: C; Mve: 50’; AC 4; HD: 5; Attk: 2 (claw/ bite); Dmg: 1d6+1 bite; SP: cause fear to those who first encounter it- save vs. death negates; Sve: F6; Mor: 9

And for every divine test result over 18, increase the radius of its prowling range by 60' and its HD and damage bonus by 1!



DCC RPG Conversion Notes
Charisma= Personality
Turn ability= Turn Unholy ability

Stats for results 18+ monster: Init +3 Attk claw +7 melee (1d6+1), bite +7 melee (1d6+1); AC 15; HD 5; MV 40'; Act 2d20; SP: cause fear to those who first encounter it- Will save DC 10 negates; SV Fort +5; Ref +5; Will +7; AL C. 


Next week: clerics of Veles, Part IV!