Time for some more random encounters for Divinities and Cults: Volume II. Here is Cernunnos: Celtic Neutral Lord of the Wild, Woods, Animals, & Otherworlds!
1. 2d6 beasts arrive, determined at random (roll 1d4):
 Boar: Mve: 50’; AC 7; HD 2; Attk: 1 gore; Dmg: 2d4; Sve: F2, Mor: 9
 Bear: Mve: 50’; AC 6; HD 4; Attk: 1 slam; Dmg: 2d6+1; Sve: F4, Mor: 7
 Stag: Mve: 80’; AC 8; HD 1; Attk: 1 gore; Dmg: 1d6+1; Sve: F2, Mor: 6
 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):  just a wild man,  a mad hermit,  a wanderer,  a huntsman, [5-6] a druid of Cernunnos,  a shaman of Cernunnos,  a high druid of Cernunnos,  a mystic of Cernunnos,
 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):  a tasty dinner (if hunted),  a dire curse (if hunted),  a playful, glaistig/ green lady (if hunted playfully),  angry elves (who won’t hunt playfully),  followers of Cernunnos,  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):  Pan,  Diana/ Artemis,  an arch-devil in the form of a goat,  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):  horned,  shaggy,  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):  deforestation sanctioned by greedy merchants,  tyranny from prudish monotheists,  atrocity by fell demon worshippers,  despoilage by craven humanoids,  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):  a predatory beast of unusual cunning,  a winged, bearded, and mischievous fey,  a hunter follower of Cernunnos,  a strange version of themselves from an Otherworld,  a dark and angry forest spirit,  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):  oak,  ash,  thorn,  hazel,  alder,  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 CernunnosAlign: N
Dmg: 1d6+1 (spear or wooden mallet)
SP: Druid abilities, Cernunnos mysteries
Spells prepared: Cure Light Wounds, Remove Fear (reverse),Shield*, ShillelaghD
Possessions: brown cloak w/ stag antlers hood, holy symbol, spear, wooden mallet, 3 days rations, 25 silver pieces
Cathain, DCC StatsInit +5
Atk spear or wooden mallet +3 (1d6+1)
SP: Druid abilities, Cernunnos mysteries
Spells known: Blessing, Food of the Gods, Holy Sanctuary, Animal Summoning*, Forest Walk*