Wednesday, March 27, 2019

Divinity Encounters: Dis Pater

Next in divinity encounters, we see the will of Dis Pater take hold: Roman Lawful God of Death, the Underworld, & Riches.  

Roll 1d12
1. Despair. All in the party must save vs. death or lose hope, thanks to life’s apparent meaninglessness. Those who fail take a -3 penalty to all rolls until either 1d6 hours pass or they can speak with a cleric of Dis Pater about the inevitability of death, making them enjoy what’s left of their life that much more.

2. Despise! A random individual within 60’ becomes outraged at another random individual in the same area. They must save vs. spell and attack, gaining a +4 bonus to hit if one who is faithful to Dis Pater is in range too.

3. This Father: Gloom fills the area, bringing an exhaustive serenity. All children (of any age) must save vs. death or fall into a deep sleep, slumbering in grave peace for 4d4 hours. And those who fail badly might just sleep forever (per Referee).

4. Not an Arch-devil, fool! Though dour, great Dis Pater isn’t fiendish and his followers approach the party to prove that point. They are asked to defeat a (roll 1d3): [1] group of diabolists, [2] group of demonists, or [3] group of necromancers that has unrightfully claimed Dis Pater’s name. Of course, if the party refuses, then the followers of Dis Pater will become even dourer yet.

5. Alone in his tomb-like home, a grim man dwells, singing the darkest dirges upon some relic harpsichord. He is actually (roll 1d10): {1-3] just a grim man, [4] a Roman vampire, [5-7] a cleric of Dis Pater, 
[7-9] a priest of Dis Pater, [10] an Avatar of Dis Pater.

6. A great hoard of Plutonian wealth is discovered, worth at least 4d4 x1000 gold pieces. Of course, it is guarded by a cerberus hound, preventing all but the most resolute from stealing such riches. See Volume II for the hound’s stats. 

7. Emerging when least expected, a cleric of Dis Pater confronts the party. Any who have been resurrected, trafficked with the undead, or failed to make proper funeral arrangements are sure to meet his wrath.

8. One festival every hundred years? A group of 4d4 Romans have gathered to honor the God of Death. They have selected for him a sacrificial bride who is (roll 1d4): [1] a virgin, [2] a conquered noblewoman, [3] a princess from a far-off land, [4] one of the party members. Whoever it is, the celebration will be notable and involve many well-rehearsed rituals since they’ve had so much time to prepare, allowing those who use that boon to gain an additional +1 bonus in a very Roman way.

9. 1d6 dread shades emerge from the dismal darkness, attacking the party. One of the latter is actually caring a defixio, whether knowingly or not, and that is what’s drawing them. See Volume II for the details of such things.

10. Missing Proserpina greatly, Lord Dis Pater causes the demise of a similar priestess in order to bring more light into his dim realm. Such a death will then trigger the priestess’s cult to seek revenge upon his. Roll 1d4: [1] Persephone of the Greeks, [2] Aerecura of the Gauls, [3] Ereshkigal of the Mesopotamians, [4] Hel of the Norse. Soon there will likely be more souls going to his dim realm.

11. Menacing laughter erupts from all around. Anyone who doesn’t follow Dis Pater must save vs. death or flee in fear in a random direction for the next 2d3 minutes. Followers of Dis Pater may wish to follow along anyway in order to have some maniacal laughter of their own.

12. Behold, a portal to the Underworld! Who knows what one would find there- or what might emerge, except of course those who would refer to Volume II.

DCC RPG Conversion notes
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Referee= Judge

Rhosentius, Sample 5th Level Cleric of Dis Pater
Align: L
MV: 35’
AC: 1
HD: 5
Atk: 1
Dmg: 1d6+1 (+1 rod) or 1d6 spear
SP: Dis Pater turn ability, mysteries, +1 to rolls made to harm/ be harmed by undead (divine test)
Spells prepared: [1st] Command, Cure Light Wounds, Inflict Light Wounds, Sleep*
[2nd] Bless (reverse), Silence 15’ Radius, Spiritual Weapon
[3rd] Continual Light (reverse), Glyph of Warding
SV: C5
Mor: 10

Possessions:  Roman banded mail, shield, holy symbol, +1 rod, spear, 3 days rations, 48 gold pieces

Rhosentius, DCC Stats
Init +0
Atk +1 rod (1d6+1) +4 or spear +3 (1d6)
AC 18
HD 5d8
MV 25’
Act 1d20
SP: Dis Pater turn ability, mysteries, +1 to rolls made to harm/ be harmed by undead (divine test)
Spells known: [1st] Darkness, Paralysis, Word of Command, Chill Touch*, Ekim’s Mystical Mask*, Sleep*
[2nd] Curse, Death Stare, Sequester*, Forget*, Scare*
[3rd] Spiritual Weapon, Eldritch Hound*
Fort +3
Ref +3
Will +6

Next week: Divinity Encounters, Lugh!

Wednesday, March 20, 2019

Divinity Encounters: Danu

Happy Spring Equinox! We present for your reading pleasure: encounters of Danu, Celtic Neutral Great Mother of Nature, Rivers, Fertility, & Tribe. 

Roll 1d12
1. Two great mounds rise in the distance. Sacred to Danu, they are quite wide and rounded, even producing thick, sweet, and nutritious calcium waters from springs at the top. They are aptly known as the Buxom Hills.

2. A milkmaid lumbers forth from her duties, sweating lightly in the warm air. Despite her appearance, she is actually (roll 1d8): [1-2] only a milkmaid, [3] a nature spirit, [4] a noblewoman lending a hand, [5-6] a druidess of Danu, [7] a priestess of Danu, [8] an Avatar of Danu. Whoever she is, the encounter will likely be massive.

3. The party comes across a great pile of stones. Inside, this cairn holds (roll 1d4): [1] 1d4 wights, [2] 1d3 fomorian trolls, [3] remains of 1d4 honored ancestors, [4] a portal to a Fey Realm. In the first two cases, followers of Danu would want the cairn purged; in the last two, it should be honored.

4. A priestess of Danu, clad only in golden brocade, is mounted alongside a druidess of Epona, bedecked in Lady Godiva style, naturally. Who would wish to ride with them first?

5. Up ahead, a large and hirsute man is bearing a bag. He is a firbolg: not nearly as bad as a fomorian, but no less a foe of Danu’s clan!  Mve: 50’; AC 5; HD 6; Attk: 1 bag; Dmg: 2d6; SP: those hit by bag must save vs. death or become stuck inside- only 1 victim may be so affected at a time; Sve: F6, Mor: 7

6. A priestess of Danu (who is lactating, comely, and somewhat deranged) attempts to snatch a random party member, forcing them to drink. If successful, it causes the one so nursed to (roll 1d6); [1] be healed of any ailments, [2] sleep for 1 hour, [3] be charmed by the priestess for 3 hours, [4] become drunk (-1d6 to all rolls) for the next 2 hours, [5] just have a strange taste left in their mouth, [6] reroll twice. A save vs. breast (breath) weapon avoids her grab and a save vs. spell avoids the effect of the drinking.

7.  Fey dance around a moonlit grove at night, led by a druidess of Danu. Those passing by must save vs. spell to resist the enchanting music they play. Those who join are then given (roll 1d4): [1] a time they’ll never forget, [2] a new fey spouse, [3] a random, beneficial spell from Danu’s list, [4] a new form- that of a bird for 2d6 hours.

8. A group of 2d4 particularly noisy fomorians have set up in a cave nearby. The locals have tried to endure their caterwauling at all hours, but a priestess of Danu wishes to enlist the party to silence them for good.

9. Like Danu’s namesake, the river flows. All women within 1/4 mile begin to do so too, wishing to bathe, and all men will wish to join with them for the next 1d6 hours. A save vs. spell negates, but the faithful of Danu may choose to automatically resist it, though they likely won’t want to.

10. Noble Celts of high heritage listen to the finest harp and flute music while drinking expensive wine. They are saddened though, for they (roll 1d4): [1] are facing a dire fomorian threat, [2] lost many of their warriors in battle, [3] had one of their women run off with a firbolg, [4] have insulted the Fae. Only some intervention of Danu (via the party of course) will set things right, bringing them home to the river green.

11. Rumor has it that a half-fomor child has been born to a woman, potentially corrupting the clan. What to do with it? The local druidess of Danu suggests (roll 1d3): [1] it be left in the wilderness for the Gods to decide, [2] it should be given to the fomorians to live with them, [3] the mother and the child should be given to the fomorians. Will the party help?

12. The sun and moon align, bringing a taste of Spring Equinox to the area. All encounters as far as the eye can see become river encounters (see Volume II for a list) as the result of rising waters, double if it is the actual Spring Equinox day. In any case, such large tracts of land will be so affected for the next 24 hours.

DCC RPG Conversion notes
Save vs. breast/breath weapon= make a Reflex save DC 15
Save vs. spell= make a Will save DC 15
Save vs. death= make a Will save DC 10

Firbolg: Init: +3; Atk bag +9 (2d6+3); AC 14; HD 6d10; MV 40’; Act 1d20; SP: those hit by bag must make a Will save DC 10 or become stuck inside- only 1 victim may be so affected at a time; SV Fort +8, Ref +0, Will +3

Landraste, Sample 4th Level Priestess of Danu
Align: N
MV: 40’
AC: 8
HD: 4
Atk: 1
Dmg: none
SP: Danu turn ability, mysteries, priestess bonus spell
Spells prepared: [1st] Cure Light Wounds (x2). Sanctuary, Animal CompanionD
[2nd] Hold Person, Charm Person or MammalD, Obscuring MistD
SV: C4
Mor: 8

Possessions:  nothing at all!

Landraste, DCC Stats
Init +4
Atk none
AC 11
HD 4d8
MV 30’
Act 1d20
SP: Danu turn ability, mysteries, priestess bonus spell
Spells known: [1st] Blessing, Detect Evil, Food of the Gods, Resist Cold or Heat, Second Sight, Plant Walk
[2nd] Cure Paralysis, Nature Charm, Warhorn of Elfland*, Charm Person*
Fort +3
Ref +4
Will +5

Next week: Divinity Encounters, Dis Pater!

Wednesday, March 13, 2019

Divinity Encounters: The Dagda

We return with another round of Divinities and Cults Volume II encounters. Behold the Dagda: Celctic Good God and All-father!

Roll 1d12
1. A large man is seen fathering a child with a fertile woman. There’s a 10% chance of him being an Avatar of the Dagda and the same of her being an Avatar of a Celtic goddess, otherwise he’ll just be one of the Dagda’s druids and she’ll just be fertile. There’s also a 10% chance of the sun standing still for one day afterwards; 100% chance if either one is an Avatar.

2. Two chariots are set side-by-side, bearing heavy loads of (roll 1d4): [1] stout men, [2] stout women, [3] stout oxen, [4] stout barrels of whiskey. A cleric of the Dagda officiates with an announcing voice while a crowd of 2d6 Celts wait to see which one can pull better.

3. The party comes upon a great feast. Besides the tankards of ale, hunks of meat, pots of stew, and loaves of bread, there are 3d6 festive and very red-necked Fianna (see Volume II for stats), along with a druid of the Dagda who will be happily partaking. Looking on are (roll 1d4): [1] 2d6 rival Celts who wish to partake too, [2] the druid’s wife (jealous and vengeful) over his partaking, [3] 1d3 mirthful fey, [4] 1d2 quiet nature spirits.

4. The next heavy drink that the party encounters becomes especially heavy, weighing twice as much and having twice the alcohol content. What happens then is anyone’s gin-guess.

5. The party is rescued by an especially rotund druid of the Dagda. Apart from his fondness for massive quantities of food and beer, he has seen a coven of witches somewhere in the nearby hills (roll for additional encounters there).

6. Fomorians! 1d3 of these monsters come scrambling out of the dark, caterwauling and wishing to engage in all that’s unholy. See Volume II for their stats or count them as mutant hill giants, though if the party is hopelessly outmatched, a cleric of the Dagda will arrive to help fight them off.

7.  A strange cauldron is uncovered. Apart from its many stylizations and bas-reliefs, it grants any food or drink requested and can even bring the dead back to life if placed inside. Such an item would seem a mighty boon; that is, until others find out about it and would seek to claim it in whatever way they can.

8. The sweet sound of harp music can be aheard from afar. Those who would call to it though risk mortally wounding all who it must pass through in order to come hither (save vs. death or take 1d20 damage). And even though it’s not as potent as Uaithne, it’s actually quite nice once all the blood is wiped off.

9. The party comes across a (roll 1d4): [1] keg of mead, [2] hunk of roast mutton, [3] well-carved club, [4] well-carved maiden. Left as an offering for the Dagda, they might choose to enjoy it themselves, but risk incurring his wrath if they do (a base 50% chance).

10. Two rival groups of Celts are a-fighting and a-fussing over who stole the others’ herd of sheep. Actually, it was an Avatar of the Dagda who has done so (for his breakfast). Indications of this include giant footprints, huge club drag marks, lots of wool, and a residual divine presence. It may be up to the party to let them know or else the feud will only grow worse.

11. For the next 2d6 hours, a small group of Celtic farmers can be heard discussing which chariots are best used for cutting crops and grass with their scythes. Those who don’t escape the far range of their voices and aren’t of an agricultural bent must save vs. spell or go insane. Only a devout follower of the Dagda can cure the resulting malady of hearing such things as ‘John’ and ‘Deer’ over and over in one’s head.

12. Seemingly out of nowhere, an immense club smashes through the area, causing damage based on who those present are:
                Fomorians and other foul inhuman types: 10d6 damage
                Spirits and nature types: 2d6 damage
                Followers of the Dagda: 2d6 damage
                Innocents: no damage
                All others:  4d6 damage

Afterwards, great laughter can be heard. Even better, a large amount of food and drink will be made available to any who survive.

DCC RPG Conversion notes
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15

Fergus, Sample 3rd Level Cleric of the Dagda
Align: N
MV: 40’
AC: 6
HD: 3
Atk: 1
Dmg: 1d8+2 (two-handed club)
SP: Dagda turn ability, mysteries
Spells prepared: [1st] Cure Light Wounds, Purify Food and Drink, Resist Cold, Hold Portal*
[2nd] Spiritual Weapon
SV: C3
Mor: 11

Possessions:  heavy furs, light kilt, holy symbol, two-handed club, 30 days rations, 12 pints of beer, 47 silver pieces

Fergus, DCC Stats
Init -1
Atk two-handed club +4 (1d8+1)
AC 13
HD 3d8+1
MV 30’
Act 1d20
SP: Dagda turn ability, mysteries
Spells known: Spells known: [1st] Blessing, Food of the Gods, Hungry Sanctuary, Enlarge*, Ward Portal
[2nd] Cure Paralysis, Restore Vitality, Forget*
Fort +4
Ref +1
Will +2

Next week: Divinity Encounters, Danu!

Wednesday, March 6, 2019

Divinity Encounters: Cernunnos

Time for some more random encounters for Divinities and Cults: Volume II. Here is Cernunnos: Celtic Neutral Lord of the Wild, Woods, Animals, & Otherworlds!

Roll 1d12
1. 2d6 beasts arrive, determined at random (roll 1d4):
                [1] Boar: Mve: 50’; AC 7; HD 2; Attk: 1 gore; Dmg: 2d4; Sve: F2, Mor: 9
                [2] Bear: Mve: 50’; AC 6; HD 4; Attk: 1 slam; Dmg: 2d6+1; Sve: F4, Mor: 7
                [3] Stag: Mve: 80’; AC 8; HD 1; Attk: 1 gore; Dmg: 1d6+1; Sve: F2, Mor: 6
                [4] Ram-Headed Snake: Mve: 15’; AC 7; HD 1-1; Attk: 1 bite; Dmg: 1d4+2; Sve: F1, Mor: 5

 They are vicious and wild, and, depending on the nature of those present, have a variable chance of attacking:          
                Unnatural beings: 100% chance                       Nature types: 50% chance
                Followers of Cernunnos: 25% chance             Innocents: 0% chance
                All others: 75% chance

Whatever happens, the result will likely be beastly (a 100% chance).

2. The scent of smoke fills the air. Those who investigate uncover a campfire occupied by a wild man who is actually (roll 1d10): [1] just a wild man, [2] a mad hermit, [3] a wanderer, [4] a huntsman, [5-6] a druid of Cernunnos, [7] a shaman of Cernunnos, [8] a high druid of Cernunnos, [9] a mystic of Cernunnos, 
[10] a Cernunnos Avatar. There is also a base 50% chance that what he’s burning is hallucinogenic, so who knows what the party might see (save vs. poison negates)!

3. Suddenly, a great stag leaps out upon the path. Following it will lead to (roll 1d6): [1] a tasty dinner (if hunted), [2] a dire curse (if hunted), [3] a playful, glaistig/ green lady (if hunted playfully), [4] angry elves (who won’t hunt playfully), [5] followers of Cernunnos, [6] an otherworldly portal. It takes 5d6 rounds of pursuit before the result is found, as it races across the ground.

4. Women dance naked at this place. They are witches of course, though they only have a 66% chance of actually worshiping Cernunnos. If not, then they follow some other instead (roll 1d4): [1] Pan, [2] Diana/ Artemis, [3] an arch-devil in the form of a goat, [4] the demon lord Baphomet. In the latter two cases, true followers of Cernunnos would shout at such evil.

5. A horn resounds and the forest calls. All in the area must save vs. death or run off into the nearest wood, undergoing some mystical experience, joining ‘round a maple to dance for a time, having a good 50% + 5% per level chance of actually returning again. Those who do gain a better understanding of the local forest, as well as a 66% chance of having met a wild man there (as per result #3 above).

6. It feels strange here: the air nearly crackles, the color of the trees is more vivid, the sounds of the wood hauntingly clearer, and even the forest scents unforgettable. See Volume II for generation details, for it is a Node!

7. A group of 4d4 Celtic warriors have assembled, ready to fight. Blessed by Cernunnos on one of his Wild Hunts, they each have one of his divine test results that alter one’s form (roll 1d3): [1] horned, [2] shaggy, [3] cloven feet. They might be mistaken for monsters by the unwise (a base 50% chance).

8. Approached by a druid of Cernunnos, the party must decide whether to help him counter a particular threat to the wild (roll 1d5): [1] deforestation sanctioned by greedy merchants, [2] tyranny from prudish monotheists, [3] atrocity by fell demon worshippers, [4] despoilage by craven humanoids, [5] corruption of nature by twisted followers of Monsteranto.

9. The area grows dark and 1d3 party members feel like they’re being watched, making their hair stand up on end and them want to lock all the doors. It turns out they most certainly are, but the question is: by whom? (Roll 1d6): [1] a predatory beast of unusual cunning, [2] a winged, bearded, and mischievous fey, [3] a hunter follower of Cernunnos, [4] a strange version of themselves from an Otherworld, [5] a dark and angry forest spirit, [6] an Avatar of Cernunnos.

10. With his arm around a shapely shepherdess, an inebriated follower of Pan is debating with a grim and boar-helmed follower of Woden over who should claim a wondrous, wooden cup. The item is likely magical with its torc and ram-headed snake carvings. One faithful to Cernunnos looks on, though hopefully not confused for an actual goat or a reindeer. Only he knows what the cup actually does.

11. Did that tree just move? It likely did, having a base 75% chance of being a treant, and is either (roll 1d6): [1] oak, [2] ash, [3] thorn, [4] hazel, [5] alder, [6] yew. It will respond to interlopers as per its nature and may also gain special advantages per Referee.
Treant: Align: by subtype; Mve: 30’; AC -1; HD 8; Attk: 2 slams; Dmg: 2d8/2d8; SP: by subtype; Sve: F8, Mor: 11

12. The Wild Hunt rides forth! Within 1d12 rounds it arrives, complete with a Cernunnos avatar and ghostly host, causing 1d20 damage to all who won’t join in, but additional, strange effects to those who do. See Volume II to see what happens to each true, nature’s child.

DCC RPG Conversion notes
Save vs. poison= make a Fortitude save DC 15
Save vs. death= make a Will save DC 10

Boar:  Init: +4; Atk gore +3 (2d4+1); AC 12; HD 2d8; MV 40’; Act 1d20; SV Fort +4, Ref +1, Will +4
Bear: Init: +1; Atk slam+5 (2d6+2); AC 13; HD 4d8; MV 40’; Act 1d20; SV Fort +7, Ref +0, Will +3
Stag: Init: +8; Atk gore +3 (1d6+2); AC 11; HD 1d8; MV 90’; Act 1d20; SV Fort +1, Ref +7, Will +0
Ram-Headed Snake: Init: +6; Atk bite +0 (1d4+3); AC 13; HD 1d4; MV 10’; Act 1d20; SV Fort +1, Ref +1, Will -1
Treant: Init: -3; Atk slam+11 (2d8+8); AC 20; HD 8d10; MV 20’; Act 2d20; SP: by subtype, SV Fort +10, Ref -4, Will +10, AL by subtype

Cathain Sample 2nd Level Druid of Cernunnos
Align: N
MV: 40’
AC: 7
HD: 2
Atk: 1
Dmg: 1d6+1 (spear or wooden mallet)
SP: Druid abilities, Cernunnos mysteries
Spells prepared: Cure Light Wounds, Remove Fear (reverse),Shield*, ShillelaghD
SV: C2
Mor: 10

Possessions:  brown cloak w/ stag antlers hood, holy symbol, spear, wooden mallet, 3 days rations, 25 silver pieces

Cathain, DCC Stats
Init +5
Atk spear or wooden mallet +3 (1d6+1)
AC 12
HD 2d8
MV 30’
Act 1d20
SP: Druid abilities, Cernunnos mysteries
Spells known: Blessing, Food of the Gods, Holy Sanctuary, Animal Summoning*, Forest Walk*
Fort +1
Ref +2
Will +2

Next week: Divinity Encounters, the Dagda!