Wednesday, April 24, 2019

Divinity Encounters: Mercury


What shall you uncover on your journeys? Check with Mercury: Neutral God of Messengers, Trade, Travel, & Luck, to find out!

Roll 1d12
1. A messenger arrives unexpectedly and he wants the party to (roll 1d4): [1] retrieve an item (roll again on #8 below), [2] make a trade, [3] follow him in a random direction for 2d4 hours, [4] travel to a location (roll again on #5 below). There is a 75% chance of the messenger being a priest of Mercury; 10% chance of actually being one of his Avatars.

2. A Mercurian priestess takes great interest in spreading luck and grants all within 60’ a special blessing for the next hour (roll 1d4): [1] physical swiftness (+2 DEX and +20’ speed), [2] mental swiftness (+4 INT), [3] great lightness (may jump for +10’ and also be immune to falling damage as a result, [4] hermaphroditism. In any case, none of those so blessed can wear pants, though the blessing can be resisted with a save vs. spell- especially #4!

3. The weather turns clear, cool, dry, and windy for the next 1d6 hours- very Mercurial. All types who enjoy such conditions gain a +1 bonus to all rolls while it lasts; all who don’t suffer a -1.

4. A magic-user is encountered, but this is no ordinary one: it is a Hermetic Wizard. He is of 2d4th level and knows nearly all of the spells of the various Roman gods- much as a lector priest does with the Egyptian ones (see Thoth in Volume III for details).

5. The party is tasked to travel to one of the following locations, receiving a blessing of Mercury of their choice (see #2 above) that lasts for their journey if they accept (roll 1d6): [1] a nearby dungeon, [2] a nearby city, [3] a nearby mountain, [4] a herm where a priest of Mercury is carrying a goat, [5] a mysterious island, [6] an Otherworld- see Manannan in Volume II for possibilities.

6-7. It is revealed that an otherwise normal-appearing NPC is actually a mystic of Mercury. He offers to teach any party spellcasters how to change one of their magical side-effect requirements into one of the following. Actual mystics in the party may opt to replace as many of their side-effects as they wish, syncretizing their magic in a Mercurial way indeed:
[I] Cannot wear pants when casting the spell or for 1d3 hours thereafter.
[II] After casting the spell, must travel to a location at least 1d4 quarter miles distant sometime within the next hour.
[III] Must be in the wind or under the open sky (Mercurial weather preferred- see #3 above) when casting the spell or within 1d4 hours afterwards.
[IV] For the next turn after casting the spell, they may choose to reroll any rolls they make once, but must take the second result. Unfortunately, so too can any foes they face during that time.
[V] Must be on a road or trail when casting the spell or within 1 hour afterwards.
[VI] Must cast the spell without others knowing.

8. An important item is ready to be acquired. It is located 2d4 miles in a random direction and is guarded by some dangerous monster, but it’s likely worth it, for it is (roll 1d4): [1] sandals that allow the wearer to fly at a rate of 40’, [2] a winged helm that grants +2 Intelligence, [3] a short bow that casts Charm Person on those it hits (and who still live), [4] a caduceus that grants it’s wielder a +2 to all healing magic rolls

9.  Though ‘escort nymphs’ may have certain connotations, 1d4 of them join the party and it is up to the latter to bring such beauties to their destination 4d4 miles away without haplessly falling in love (see Freya in Volume I for what might make them especially attractive).
Mve: 40’; AC 9*; HD 2; Attk: none; Dmg: none; SP: 15+1d4 Charisma, Charm Person or Mammal at will (as a 12th level caster), *All those who wish to harm them must save vs. spell first; Sve: C10, Mor: 7

10. As Oneiropomp, Mercury comes to 1d4 random party members in a dream. He will inspire them to solve some problem they are facing, though it will likely require them to assist a temple of Mercury and also avoid wearing pants (a base 85% chance of each).

11. Like how Mercury faced Argus, the party faces a Panoptic giant of their own. The all-seeing monster emerges, with eyes all over its body, and attacks immediately!
Mve: 50’; AC 5; HD 9; Attk: 1 club; Dmg: 2d6; SP: Never surprised; Sve: F9, Mor: 9

12. In celebration of the Mercuralia, merchants converge on the area, offering any item the party might wish to buy, though the price may be quite high. Still, those who follow Lord Mercury will be shown a way.


DCC RPG Conversion notes
Save vs. Spell= Will save DC 15
Magic-user= Wizard
Escort Nymphs: Init: +7; Atk none; AC 10*; HD 2d8; MV 30’; Act 1d20; SP 15+1d4 Personality/Comeliness, Charm Person at will (+15 spell check), *All those who wish to harm them must make a Will save DC 15 to do so first; SV Fort +5, Ref +9, Will +9
Panoptic Giant: Init: +2; Atk club +11 (2d6+4); AC 14; HD 9d10; MV 40’; Act 1d20; SP Never surprised; SV Fort +10, Ref +2, Will +7



Veloxus, Sample 9th Level Priest of Mercury
Align: N
MV: 55’ (boots of speed and also experiencing a #12 magical side-effect)
AC: 6
HD: 9
Atk: 1* (fights as a magic-user)
Dmg: 1d6+2 (+2 caduceus mace) or 1d6+2 (+2 staff)
SP: Mercury turn ability, mysteries, priest ability
Spells prepared: [1st] Cure Light Wounds (x2), Detect Magic, Feather Fall*, Jump*
[2nd] Augury, Bless, ESP, Invisibility*, Knock* (x2)
[3rd] Cure Blindness, Remove Curse, Blink*, Clairaudience*,
[4th] Cure Serious Wounds, Arcane Eye*
[5th] Plane Shift
SV: C9
Mor: 9

Possessions:  Holy symbol, bracers of armor (+2 AC bonus), +2 caduceus mace, +2 staff, boots of speed (+10’ move), robes, 186 gold pieces, three 1st level Mercury priest acolytes

Veloxus, DCC Stats
Init +8 (experiencing a #12 magical side-effect)
Atk caduceus mace +6 melee (1d6+2) or staff +6 melee (1d6+2)
AC 14
HD 9d8
MV 45’
Act 1d20 + 1d20
SP: Mercury turn ability, mysteries, priest ability
Spells known: [1st] Blessing, Detect Magic, Protection from Evil, Holy Sanctuary, Resist Cold or Heat, Second Sight, Feather Fall*, Intellectus*
[2nd] Banish, Cure Paralysis, Restore Vitality, Stinging Stone, Detect Invisible*, ESP*, Invisibility*
[3rd] Remove Curse, Speak with the Dead, Consult Spirit*, Dispel Magic*, Planar Step*
Exorcise, Remove Curse, Dispel Magic*
[4th] Sanctify, Mercury’s Assistance, Wizard Sense*
[5th] The Dreaming*
Fort +3
Ref +8
Will +7
AL N


Next week: Divinity Encounters, the Morrighan!

Wednesday, April 17, 2019

Divinity Encounters: Mars

Unlike his Greek counterpart Ares *link*, the province of Mars is one of more orderly and soldierly combat, not to mention the home front that maintains the campaigns that make such repeated battles possible. 

In honor of Mars and to use the table below:
- When in melee, have each combatant roll with each attack they make.
- The one making the attack will gain the listed benefits if the situation applies to them. If it doesn’t apply, then add nothing, though the result will help describe that part of the battle in any case.
- Each benefit lasts for 1 round, keeping things interesting. For even more dramatic fights, use Battle Events from Volume II.
- Last, skilled warriors and devout followers of Mars and other war divinities can opt to roll a d4 to fight offensively or a d4+4 to fight defensively instead, as each round warrants.

Roll 1d8
1. Hack: +1 to hit and damage if their weapon is longer and/or heavier than their foe’s; +2 if both apply.

2. Slash: +1 to hit and damage if their weapon is sharp or their foe lacks body armor or a shield; +2 if more than one applies.

3. Thrust: +1 to hit and damage if their foe lacks body armor; +3 if their weapon is also sharp and pointed. Takes a -1 AC penalty the following round if they miss with this attack, due to being off-balance.

4. Slam: +1 to hit and damage if their weapon is heavy, blunt, or their foe lacks a shield; +2 if more than one applies. If hit, foe also suffers -3 to their initiative roll for the next round.

5. Parry: +1 AC bonus if wielding a sword or shield; +2 if wielding both.

6. Block: +1 AC bonus if wielding a shield or has some other sort of cover, including adjacent allies; +2 if more than one applies.

7. Duck: +1 AC bonus if wearing a helmet or their DEX is higher than their foe’s; +2 if both apply.

8. Dodge: +1 AC bonus if their DEX is higher than their foe’s or they aren’t wearing body armor; +2 if both apply. If not hit, then they can reposition themselves 5’ away for the next round.


DCC RPG Conversion notes
To hit= Attack bonus
DEX= Agility


Gaius Nicator, Sample 8th Level Cleric of Mars
Align: L
MV: 35’
AC: 2
HD: 8
Atk: 1
Dmg: 1d6+2 (+2 short sword) or 1d6+1 (+1 spear)
SP: Mars turn ability, mysteries
Spells prepared: [1st] Command, Cure Light Wounds (x2), Remove Fear, Scare*
[2nd] Bless, Delay Poison, Hold Person, Strength*
[3rd] Cure Blindness, Dispel Magic, Glyph of Warding, Prayer
[4th] Cure Serious Wounds, Exorcise
SV: C8
Mor: 11

Possessions:  Holy symbol, +1 banded armor, +1 shield, +2 short sword, +1 spear, dagger, robes, 3 days rations, 137 gold pieces, fasces-scepter, two 1st level Mars cleric acolytes

Gaius Nicator, DCC Stats
Init +2
Atk short sword +7 melee (1d6+2) or spear +6 ranged (1d6+1)
AC 17
HD 8d8
MV 25’
Act 1d20 + 1d20
SP: Mars turn ability, mysteries
Spells known: [1st] Blessing, Detect Evil, Paralysis, Protection from Evil, Food of the Gods, Resist Cold or Heat, Word of Command, Scare
[2nd] Cure Paralysis, Curse, Divine Symbol, Neutralize Poison or Disease, Restore Vitality, Strength*
[3rd] Exorcise, Remove Curse, Dispel Magic*
[4th] Affliction of the Gods
Fort +3
Ref +2
Will +5
AL L


Next week: Divinity Encounters, Mercury!




Wednesday, April 10, 2019

Divinity Encounters: Manannan Mac Lir

Set sail and explore the many realms of Manannan Mac Lir: Neutral Lord of the Seas and the Ways Between. Each of these results can be chalked up to poor memory or the vagaries of fate, but all who follow Manannan know that those who encounter such things have actually been drawn into an Otherworld!

Roll 1d12
1. He wasn’t the king! The region appears to have a new ruler and he or she is (roll 1d6): [1] overly harsh, 
[2] overly soft, [3] overly corrupt, [4] overly foreign, 
[5] a lesser someone the party knew before, 
[6] reroll twice.

2. Who the heck are they? A new group has suddenly popped up and they are certainly (roll 1d8): 
[1] tyrannical, [2] insane, [3] irritating, [4] boring, 
[5] sinister, [6] grim, [7] friendly, [8] reroll twice. There’s also a 50% chance of the group being one that the party knew before, but is now different.

3. Don’t worry: I left it where I could find it again. A random party member loses one of his or her (roll 1d10): [1] garments, [2] treasures, [3] tools, [4] weapons, 
[5] mounts, [6] pets, [7] scrolls or books, [8] sundry items, [9] keys, [10] henchmen. Perhaps if they travel to another Otherworld, it will finally turn up again.

4. Who are you? The party apparently has a new member that is (roll 1d12): [1] irritating, [2] insane, 
[3] overly happy, [4] miserable, [5] secretly evil, [6] obviously evil, [7] a hypochondriac, [8] unduly slovenly, [9] actually very helpful, [10] actually a monster, [11] actually an elf, [12] reroll twice. There’s also a 50% chance of the new member being a double of a current or former party member, likely adding to the confusion.

5. Where did that come from? The area now features a large (roll 1d12): [1] hill, [2] mountain, 
[3] river, [4] valley, [5] pit, [6] lake, [7] dry area, [8] swamp, [9] forest, [10] field, [11] cave, [12] ocean beach that certainly wasn’t there before! Different creatures are sure to be in the area now, as well.

6. It never used to be this (roll 1d10) [1] hot, [2] cold, [3] humid, [4] arid, [5] wet, [6] dry, [7] cloudy, [8] clear, [9] windy, [10] calm! The climate has suddenly changed in this area, likely provoking a number of other changes too.

7. What the hell are you? The newly encountered creature is, relative to what the party knew of such creatures before (roll 1d6) [1] a stronger version: +1d6 HD, [2] a weaker version: -1d6 HD, [3] a more intelligent version: +2d4 INT, [4] a dumber version: -2d4 INT, [5] a hybrid with another type of random creature, [6] completely alien. Whatever it turns out to be, maniacal laughter will certainly follow.

8. Quite a roll with the gender! Women (in this world) are now (roll 1d8): [1] more dominant/aggressive, 
[2] more submissive/passive, [3] more sexual, [4] less sexual, [5] anatomically different (for better or worse- equal chance of each), [6] more capable of love, [7] less capable of love, [8] reroll twice.

9. Hmmm, what’s that burning sensation? Nature has suddenly changed, with a different (roll 1d4): 
[1] wild plant, [2] beast, [3] bug, or [4] foodstuff being present. The change has a 66% chance of causing a reaction to each of the party members that are exposed to it- see Johnny Applewheeze for specifics.

10. That’s not supposed to happen! Magic functions differently now (roll 1d4): [1] various spells are either 50% more or less potent (equal chance of either), [2] each spell has a 10% chance of being cast by itself at a random time on a random target each day, [3] various spells take 1d3 extra rounds to cast (a 50% chance for each), [4] the meanings of various words have changed, giving the party’s spells an additional 10% chance of failure each time they’re cast.

11. The worlds are your oyster. Something else changes- see the Otherworld Table in Volume II for what it is, how prevalent its extent, and its relative effect.

12. Reroll twice on this table for an encounter with multiple changes (or thrice, four times, if 12 is rolled again, etc.) Note that the party will likely realize that they have slipped into an Otherworld now. How do they return? Roll 1d6: [1] they will be drawn back to their own world within 1d30 turns, [2] they will be drawn back to their own world within 1d30 hours, [3] they will be drawn back to their own world within 1d30 days, [4] they must perform a certain task before returning, [5] they must go back exactly the way they came, [6] they must find another portal, though it only has a 5% chance of bringing them back to their original world.


Auentina, Sample 7th Level Mystic of Manannan
Align: N
MV: 40’
AC: 8
HD: 7
Atk: 1 (fights as a magic-user)
Dmg: 1d8+1 (+1 long sword) or 1d4 (sling)
SP: Manannan turn ability, mysteries, mystic ability
Spells prepared: [1st] Cure Light Wounds (x2), Sanctuary, Dimensional Missile*, Hold Portal*
[2nd] Augury, Reveal Home World, Invisibility*, Rope Trick*
[3rd] Cure Disease, Prayer, Blink*
[4th] Create Food and Water
SV: C7
Mor: 7

Possessions:  Holy symbol, +1 longsword, sling, robes, 3 days rations, small rowboat, journal of Otherworlds travelled, strange mechanical device, 3 strange gems, 87 gold pieces

Auentina, DCC Stats
Init +3
Atk longsword +4 melee (1d8+1) or sling +3 ranged (1d4)
AC 11
HD 7d8
MV 30’
Act 1d20 + 1d16
SP: Manannan turn ability, mysteries, mystic ability
Spells known: [1st] Detect Otherworldly, Food of the Gods, Holy Sanctuary, Resist Cold or Heat, Second Sight, Comprehend Languages*, Ward Portal*
[2nd] Cure Paralysis, Neutralize Poison or Disease, Restore Vitality, Dimensional Missile*, Invisibility*, Knock*
[3rd] Speak with the Dead, Spiritual Weapon, Planar Step*, Water Breathing*
[4th] Greater Planar Step*
Fort +2
Ref +2
Will +5
AL N


Next week: Divinity Encounters, Mars!



Wednesday, April 3, 2019

Divinity Encounters: Lugh

Are you skilled enough? Find out with encounters for Lugh: Celtic Lawful Long-Armed God of Skill, Truth, Heroism, & Light! 

Roll 1d12
1. The party comes upon a patron looking to see if someone has what it takes to be a (roll 1d5): [1] wright, [2] smith, [3] champion, [4] swordsman, or [5] harpist. The pay is 1d6 x50 gold pieces to perform such services, triple if a follower of Lugh or skilled in more than one of those areas.

2. Egads! One of a party member’s wives (or concubines, if none) has an affair with a follower of the Dagda. The party member must save vs. spell to resist taking vengeance, for if he does, then there is sure to be a blood feud between Lugh’s disciples and the Good God.

3. Having three faces certainly helps to get more done. A random person within 60’ is so affected, now being able to take 3 actions per round, but also will be confused for a monster by non-Celts, likely having to spend at least some of those actions avoiding attacks. The effect lasts for the next hour, triple if he or she is a follower of Lugh.

4. Only the best may join the Tuatha. All those within 120’ who have the abilities of a hero, poet, historian, sorcerer, or craftsman must compete to gain a Lugh-granted +1 bonus to all their rolls for the rest of the day. Those who fail suffer a -1.

5. Buried in a hole, a magic item similar to one sacred to Lugh is uncovered (roll 1d3): [1] Cloich Tabaill: a sling stone that kills fomorians and other deformed beings with one hit (save vs. spell negates), [2] Gae Assail: a +3 spear that can fight by itself, even attacking when not commanded to, or [3] Fragarach: a +5 sword whose dweomer kicks in once the wielder’s opponent attacks first. Followers of Lugh will of course insist that the item should be given to them, though followers of Manannan and Nuada will protest for Fragarach too.

6. Said to be the greatest of all druids, Lugh grants any in the party with such nature spells a +4 bonus to all magical rolls until the next day, just as long as they strictly follow his tenets (see Volume II). If none are present, then a druid of Lugh shows up instead to assist for that time.

7. It is now party warrior- or fighter-types who are so blessed with a +4 bonus to all combat rolls for 24 hours, but they must save vs. death to stop fighting after every combat. Just like Cúchulainn, son of Lugh, the warp-spasm helps to win battles, but also twists the body and enrages the mind.

8. Trotting by and snorting, is a pig. Of course, it is a polymorphed man who, if killed, will raise the ire of Lugh and his followers. Just ask the Sons of Tuireann what happens then.

9. After a baying sound erupts in the distance, all goes quiet. Those who remain will soon encounter a failinis hound, offspring of Lugh’s own. It will attack any deemed unholy by that god, along with any who run, and will ruthlessly sniff all others.
Mve: 60’; AC 0; HD 3; Attk: 1 bite; Dmg: 1d6+3; SP: +8 to all rolls made against wild beasts,
any water it bathes in is turned to wine, Sve: C5, Mor: 10

10. 2nd time’s a charm! Reenacting part of the Second Battle of Mag Tureaidh, a fomorian (see Volume II for stats) arrives to face the party. Any who follow Lugh gain a +5 bonus to rolls throughout the fight.

11. Bright light shines down from above and it is time for some games! Like the Assembly of Talti, all in the area must engage in feats of athleticism, crafting, and mental aptitude, requiring a check for all 6 ability scores. Each individual gains a +1 bonus for the next 24 hours for every check successfully made; -1 for each one failed. In addition, the following may also arrive: 2d4 clerics of Lugh (a 50% chance), 2d3 druids of Lugh (a 40% chance), 2d2 gaesatae with especially limed hair (a 20% chance- see Volume II), and 1 Lugh Avatar (a 10% chance). It should be quite a competition indeed!

12. A taste of the early harvest festival is here, bringing Lugh’s blessings to the area. All within 1d6 quarter miles gain a +2 bonus to any rolls they make, double if it is actually Lughnassad day. Whenever it is, such encouragement to test one’s skills will continue until the following dusk, with Lugh hoping all will do their best to claim the grain.

DCC RPG Conversion notes
Save vs. spell= make a Will save DC 15
Save vs. death= make a Will save DC 10
Failinis hound: Init: +10; Atk bite +5 (1d6+5); AC 19; HD 3d8; MV 50’; Act 1d20; SV Fort +7, Ref +7, Will +7
‘Check for all 6 ability scores’ is DC 15.


O’Abersand, Sample 6th Level Druid of Lugh
Align: L
MV: 40’
AC: 6
HD: 6
Atk: 1
Dmg: 1d8+1 (+1 spear) or 1d4+1 (+1 sling)
SP: Druid abilities, Lugh’s mysteries
Spells prepared: [1st] Cure Light Wounds, Faerie FireD, Pass without TraceD, ShillelaghD
[2nd] Spiritual Weapon (a Spear), EntangleD, Feign DeathD, Obscuring MistD
[3rd] Hold AnimalD, SnareD
SV: C6
Mor: 9


Possessions:  Leather armor, +1 wooden shield, holy symbol, +1 spear, +1 sling, harp, 3 days rations, shamrock, 57 gold pieces

O’Abersand, DCC Stats
Init +5
Atk spear +5 melee (1d8+1) or sling +7 ranged (1d4+1)
AC 13
HD 6d8
MV 30’
Act 1d20 + 1d14
SP: Druid abilities, Lugh’s mysteries
Spells known: [1st] Blessing, Protection from Evil, Ogham, Druid Sanctuary, Shillelagh, Animal Summoning*, Invoke Patron: Yddgrrl*
[2nd] Cure Paralysis, Curse, Shamrock Stare, Wood Wyrding, Forest Walk*
[3rd] Green Briar Jacket, Spiritual Weapon, Reincarnate*
Fort +2
Ref +6
Will +6
AL L


Next week: Divinity Encounters, Manannan!