Wednesday, May 29, 2019

Divinity Encounters: Vulcan

Just what has Vulcan forged today? Find out here.

Roll 1d12
1. A smith is spotted. He turns out to be a (roll 1d8): [1] simple follower of Vulcan, [2] skilled follower of Vulcan, [3] masterful follower of Vulcan, [4-6] cleric of Vulcan, [7] smith-priest of Vulcan, [8] Avatar of Vulcan. He has a base 40 + (1d6 x 10)% chance of being available to craft or repair items for the right price, especially if they are Roman ones.

2. Great heat overcomes the area, causing all to suffer a -1d6 to all rolls unless they are protected or otherwise favor such temperatures. And though it lasts for the next 1d6 hours, at least it’s a dry heat.

3. Suddenly a fire breaks out, 1d6 x 5’ feet in diameter, 1d20 x 5’ away in a random direction. All who are caught in it take 2d6 damage until it burns out 6d6 rounds later.

4. Who wrought this? The next item that experiences some sort of stress (being pushed, dropped, or even parried in battle) immediately breaks. Hopefully, a follower of Vulcan is nearby to fix it. 

5.  Perhaps he wasn’t cast from Mount Olympus by his mother, but a random party member goes lame, suffering a -10’ speed penalty, but also gaining +1 Strength or Constitution. Any healing of the former will also eliminate the latter.

6. Whoever heard of elves having something to do with the Smith God? The next follower of Vulcan the party encounters (or if there is already one in the party) will treat any elves they meet badly. The same goes for elves who meet followers of Vulcan. Such a situation lasts for the next 1d3 days, even if it does seem illogical.

7. Venus has been looking at Mars a bit too much! A random, unlucky character will have his woman betray him for a stronger man. Double his chances of being selected if he is a smith like Vulcan.

8. Something moves up ahead and yet it is not alive in the normal sense. It is an automaton- likely constructed by some follower of Vulcan. See Volume II to generate its personality and, if it’s a homicidal maniac, it will likely only be stopped by stairs (if it doesn’t have legs)...
Mve: 10 + (1d12 x5)’; AC (1-6); HD (1-10); Attk: slam; Dmg: (1-10) + (1-4); SP: immune to sleep, charm, poison, and the like; Sve: (by HD), Mor: 12

(Note the variable stats since automatons can vary greatly based on what they’re made of and how they’re constructed. For example, one automaton may have Mve 20’, AC 3, HD 4, and do 1d5+4 damage, while another might have Mve 55’, AC 5, HD 2, and do 1d8+2 damage.)

9. An aging follower of Vulcan (per #1 above) is seeking a worthy apprentice to teach his craft. Along with the usual instruction in blacksmithing, he will also teach 1d4 Vulcan Glyphs, each of which can be used to grant a specific type of item a +1d3 bonus in return for an extra 1d20 x 1,000 gold pieces in manufacture time/cost. Roll 1d10 to determine what the glyphs can empower: [1] short swords, [2] daggers, [3] bows, [4] pilum (Roman javelins that can’t be thrown back, [5] shields, [6] helms, [7] body armor, [8] tools, [9] doors and barriers, [10] per Referee .

10. With great fires being lit and clothes drying everywhere, a Vulcanalia is celebrated here. 1d4 smiths are around (see #1 above) and will automatically be available and at a reduced price to those who respect the ways of Vulcan. There is also a base 50% chance of visitors experiencing great heat (per #2 above) or even fires (#3 above) for each hour they are there.

11. Guarded by a cyclops (see Volume I for stats), a remarkable item is held, likely forged by Vulcan himself: (roll 1d6): [1] Bow of Influence: those struck by it must save vs. spell or be Charmed for 1d6 rounds, [2] Club of Stunning: those hit by it must save vs. death or be unable to act for 1d3 rounds, [3] Hide of Changing: allows the wearer to look like an animal of their choice for 1d6 minutes, [4] Necklace of Flying: grants the bearer the power of flight at a rate of 40’ per round, [5] Spear of Dueling: grants a +1 attack bonus, [6] Chariot of Protection: grants a save bonus of 2 along with the usual AC bonus of chariots (see Volume III for details).

And for additional ideas, see Items Magica/ Items Mechanica in Volume II.

12. Did you hear that? The earth shakes and a nearby mountaintop begins to rumble. It will explode in fiery doom within 1d6 turns, killing most- a base 95% chance; 50% if followers of Vulcan, if they don’t escape in time!

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

Automaton: Init: -2 to +3; Atk slam +2 to +12 melee (1d1 to 1d10) +(1d4); AC 13-19; HD (1 to 10)d10; MV 10’ to 70’; Act 1d20; immune to sleep, charm, poison, and the like; SV Fort +2 to +10, Ref -4  to +2, Will Nil

Flavius Cincius, Sample 6th Level Cleric of Vulcan
Align: L
MV: 30’
AC: 0 (3 from behind)
HD: 6
Atk: 1 (hammer or crossbow)
Dmg: 1d8+1
SP: Vulcanian mysteries, turn ability
Spells prepared: [1st] Cure Light Wounds, Detect Evil (Mothers, Wives, or Lovers), Resist Cold, Burning Hands*
[2nd] Spiritual Weapon, Shatter*, Stinking Cloud*
[3rd] Dispel Magic, Glyph of Warding
SV: C6
Mor: 10

Possessions:  Holy symbol, +1 hammer, +1 crossbow, +1 banded mail, Roman shield, 62 gold pieces, blacksmithing supplies, 3 days’ rations

Flavius, DCC Stats
Init -2
Atk +4 (1d8+1 hammer or crossbow)
AC 19 (16 from behind)
HD 6d8
MV 20’
Act 1d20
SP: Vulcanian mysteries, turn ability
Spells known: [1st] Blessing, Detect Evil (Mothers, Wives, or Lovers), Paralysis, Resist Cold or Heat, Flaming Hands*
[2nd] Cure Paralysis, Restore Vitality, Choking Cloud*, Fire Resistance*, Shatter*
[3rd] Spiritual Weapon, Runic Alphabet (Fey)*
Fort +2
Ref +1
Will +4

Next week: Divinity Encounters, Balor!

Wednesday, May 22, 2019

Divinity Encounters: Vesta

The pure may have just more in store. Find out for sure with these ways of Vesta that endure.

Roll 1d12
1. The party encounters a fair woman dressed in white. She seems very pure and is a (roll 1d8): [1] servant and follower of Vesta, [2] middle-class follower of Vesta, [3] noblewoman follower of Vesta, [4-6] priestess of Vesta, [7] high-level matron priestess of Vesta, [8] Avatar of Vesta. Still, unless she is an actual Avatar, the woman is only 40 + (1d6 x 10)% pure- likely due to her going a little too far in helping those in need.

2. The presence of Vesta is felt strongly now. A random person in the immediate area must save vs. death or go chaste. Though they may wish to remain this way, others may wish to cure them (via removing it as a curse), especially if they themselves follow divinities of love, nature, or fertility, or simply want them for themselves.

3. A condemned man has been set free just for having the luck to run into a priestess of Vesta on his way to the gallows. As for the grave crime he was accused of, he is actually (roll 1d3): [1] completely innocent, [2] somewhat guilty, [3] fully guilty! In any case, the party will likely be hired by those who wish to see that his luck finally runs out.

4.  A communal hearth is under construction here, overseen by 2d4 legionaries and 1d3 faithful ladies of Vesta (see #1 above). They ask the party’s assistance in guarding it for a time from a rampaging manticore that’s been spotted in the area.

5. All fires within 360’ go out. Only a faithful follower of Vesta can relight them and only if those so affected agree to remain chaste or at least dutifully devoted to family life.

6. Seemingly out of nowhere, 1d3 vestal virgins arrive to tend to any of the party’s wounds. Though they may not be that skilled (they only have a basic medical training), their CHA scores of 14 +1d4 certainly helps, especially for their male patients.

7. The party comes upon 1d4 villagers who follow a profession- see Volume II for a generation table. Vesta would hope that it’s something respectable, but they only have a base 50% chance of being so!

8. Though Cybele may not have called a party, a follower of Priapus shows up anyway, ready to bless the first vestal virgin he sees with his mighty endowment. And if the party won’t intervene, only the sound of an ass (donkey) will save her.
Mve: 40’; AC 7 (phallus is AC 9); HD 3; Attk: club; Dmg: 1d4+1; SP: enormous phallus (+5 to all rolls
to those who like such things; -10 for those who don’t; Sve: F3, Mor: 7

9. Could you grab some supplies? The next person to do so will also find the notable presence of penates- Roman household spirits- there. Depending on how chaste or devoted to family life the mortal is, they will either grant him or her +1 to all rolls until the next day or a -1 penalty if they are especially lewd and unfamiliar instead.

10. Vestalia is being celebrated here, with barefoot women coming to ask the goddess to bless their households and families. All who do so have a base 50% chance of gaining a +1 bonus to such domestic rolls for the next 1d4 months if they perform the rituals especially well. Donkeys are also welcome here, but not those who behave like asses.

11. Seeing a light atop shaped in the manner of that which they seek, the party comes upon one Temple Arsenic. Filled with 4d12 attractive women dressed in white (see #1 above), it’s been a long time since they’ve had visitors, especially male ones, and there’s only one punishment for them for showing off such a misleading beacon.

12. A woman in white is being dragged by 3d4 legionaries to a tomb. It is a priestess of Vesta who has been found guilty of the greatest offence. Will the party intervene in order to prevent her from becoming buried alive and thereby earn the ire of the Roman state? After all, she only has a 50% chance of actually having violated her chastity.

DCC RPG Conversion notes
Save vs. death= make a Will save DC 10
Charisma= Personality (or Comeliness: described in Volume I)

Priapan: Init: +2; Atk club +3 melee (1d4+1); AC 12; HD 3d8+3; MV 30’; Act 1d20; SP enormous phallus (+5 to all rolls to those who like such things; -10 for those who don’t; SV Fort +3, Ref -2, Will -2

Aelina, Sample 7th Level Priestess of Vesta
Align: L
MV: 40’
AC: 9 (those who wish to harm her must save vs. death to do so)
HD: 7
Atk: 1
Dmg: None
SP: Vestan mysteries, turn ability, priestess abilities
Spells prepared: [1st] Cure Light Wounds (x3), Light, Protection from Evil, Remove Fear, Sanctuary (x2), Hold Portal*
[2nd] Delay Poison, Hold Person, Resist Fire, Reveal Charm
[3rd] Cure Blindness, Glyph of Warding, Remove Curse
[4th] Exorcise
SV: C7
Mor: 6

Possessions:  Holy symbol, white robes that cover much, 55 gold pieces, two 1st level Legionary bodyguards

Aelina, DCC Stats
Init +0
Atk none
AC 10 (those who wish to harm her must make a Will save DC 10 to do so)
HD 7d8
MV 30’
Act 1d20 + 1d16
SP: Vestan mysteries, turn ability, priestess abilities
Spells known: [1st] Holy Sanctuary, Food of the Gods, Paralysis, Resist Cold or Heat, Sequester*, Mending*, Ward Portal*
[2nd] Cure Paralysis, Neutralize Poison or Disease, Restore Vitality, Invisible Companion*
[3rd] Exorcise, Remove Curse, Dispel Magic*, Runic Alphabet (Fey)*
[4th] Control Fire*
Fort +2
Ref +2
Will +6

Next week: Divinity Encounters, Vulcan!

Wednesday, May 15, 2019

Divinity Encounters: Venus

Beautiful and sensuous, Venus can bring great joy to the loving, but also pain to those who go too far.

Roll 1d12
1. The party encounters an outstandingly attractive woman (Charisma of 15 +1d4). She is (roll 1d6): [1] just walking by, [2] striking a pose, [3] looking for a ‘big, strong, (and fitting) hero’, [4] looking for new clothes, 
[5] bathing (in an appropriate place of course), [6] sleeping (25% chance of being nude). 
She turns out to be a (roll 1d8): 
   [1] normal, albeit gorgeous plebian woman
   [2] lupa (a ‘she-wolf’, lower-class prostitute)
   [3] meretrix (a high-class prostitute)
   [4-5] priestess of Venus 
   [6] normal, albeit gorgeous patrician woman
   [7] nympha (a Roman nymph- see Volume I)
   [8] Avatar of Venus

See Volume I to generate What is So Attractive about her (from the table of that name). There is also a 33% chance that she is accompanied by 1d3 cupids (per result #5 below).

2. The closest person in a random direction is struck by an invisible arrow and falls in love with the closest appropriate person in another random direction. Those present can save vs. spell to spot the cupid who fired it (see result #5 below). And those who love the one who has been given such a change of heart will likely grow jealous (a base 95% chance).

3. The party stumbles across a beautiful shrine to Venus. Along with it being a node (see Volume II), those there can ask the goddess to have an appropriate someone fall in love with them. There’s a 20% chance of her granting the request, along with a 45% chance of her causing the petitioner to undergo one of her divine tests. There’s also a 50% chance of 1d3 outstandingly attractive women being present (see result #1 above).

4.  With ample blood, a bull is being sacrificed in the name of Venus- a Taurobolium. Those walking by must save vs. breath weapon or get some on them, thereby reducing their Charisma by 1d4 until it they can be properly cleansed by someone in love.

5. Out of the corner of their eyes, party members who save vs. spell spot a winged boy fluttering by, armed with bow and arrow. A cupid, he may take interest in those ready for new love and shoot them with an arrow (see #2 above) a base 25% chance. Otherwise, he will flutter away unless implored by a faithful follower of Venus to provide more direct assistance. 
Mve: 80’ (fly); AC 3; HD 1+1; Attk: bow; Dmg: none*; SP: invisible to all who fail to save vs. spell, only harmed by spells and magic weapons, *his arrows cause those struck to save vs. spell or be stunned for 1d4 rounds and then fall in love with the next appropriate person they see; Sve: C9, Mor: 5

6. A strange, large plant is spotted up ahead. In addition to its breathtakingly beautiful flowers, it has the other breathtaking feature of grabbing any who get too close (a save vs. paralysis avoids) and crushing them to death. Once grabbed, the victim takes 2d6 damage per round until either fully consumed or freed. Even stranger, the plant is somehow sacred to Venus. 

7. The evening (or morning) star is spotted directly over a lupanar, a Roman brothel. See Volume II to generate what delights are inside- all (hopefully) appropriate for Venus!

8. Though he may not be a direct descendant of Aeneas, a Roman, male party member receives guidance from Venus in the form of two doves who will guide him to what he seeks. This boon lasts for the rest of the day and if no Romans are present, then the male party member with the highest Charisma will be selected instead.

9. 4d4 hares and 4d4 goats run about this place while 2d4 nude prostitutes dance and engage in mock gladiatorial combat. It is a Floralia- how would the followers of Venus react to such licentiousness? As the party decides, they are struck by 2d4 legumes in playful signs of virility.

10. Here, erotic frescoes and nude statues abound, along with marble tubs of hot water, soft beds, and intoxicating drink. All is designed to relax the body and enliven the senses, though Venus will insist that love and propriety be exhibited rather than lust and carnality (bestowing a divine test if it is not). As 1d3 outstandingly attractive women (see #1 above) arrive to enjoy the area too, any red-blooded males present must certainly resist doing the latter by saving vs. spell!

11. Upon a mountain top, an amazingly gorgeous woman is rumored to reside. Along with her eyes of diamond and radiance of light, she can incite great passion in mortals with just a look, though her 20 Charisma helps as well, driving them ‘bananas’. The cult of Venus would like see her actions curtailed though, for she emphasizes more impropriety than love. Worst yet, she claims to be an avatar of their goddess and has been influencing other faithful and even some Vestal Virgins to engage in repeated, carnal acts. Perhaps she’s actually an avatar of Aphrodite?

12. Beautiful and dignified, a statue of Venus is brought forth in practice of the Veneralia. It is washed and adorned with myrtle by none other than 1d4 outstandingly attractive women (per #1 above). Let us hope that any visitors keep their manners, since even though Venus has a base 25% chance of granting a +2 bonus for the next 24 hours to those who would do better in the affairs of the heart, she would frown on too many improprieties. What is more, 1d4 legionaries (see Volume II for stats) guard the procession, as well. Triple the number of attendants, guards, and chances of the blessing if it happens to be actual Veneralia day. 

DCC RPG Conversion notes

Charisma= Personality (or Comeliness: described in Volume I)
Save vs. spell= make a Will save DC 15
Save vs. paralysis= make a Reflex save DC 15

Cupides: Init: +12; Atk bow +4 ranged (none*); AC 16; HD 1d8+2; MV fly 70’; Act 1d20; SP invisible to all who fail to make a Will save DC 15, only harmed by spells and magic weapons, *his arrows cause those struck to make a Will save DC 15 or be stunned for 1d4 rounds and then fall in love with the next appropriate person they see; SV Fort +2, Ref +15, Will +9

Favonia Pudica, Sample 8th Level Priestess of Venus

Align: N
MV: 40’
AC: 9 (those who wish to harm her must save vs. death to do so)
HD: 8
Atk: 1
Dmg: None
SP: Venan mysteries*, turn ability, priestess abilities
Spells prepared: [1st] Cure Light Wounds (x2), Detect Evil, Remove Fear, Sanctuary, Allure* (x2), Charm Person* (x2)
[2nd] Augury, Bless, Hold Person, Reveal Charm
[3rd] Cure Disease, Prayer, Remove Curse, Suggestion*
[4th] Divination, Charm Monster*
SV: C8
Mor: 10

Possessions:  Holy symbol, 5 dresses, 12 pairs of footwear, various jewelry, perfume, and pendants, 108 extra gold pieces, one 1st level Legionary bodyguard

Favonia, DCC Stats

Init +4
Atk none
AC 10 (those who wish to harm her must make a Will save DC 10 to do so)
HD 8d8
MV 30’
Act 1d20 + 1d20
SP: Venan mysteries*, turn ability, priestess abilities
Spells known: [1st] Blessing, Detect Evil, Holy Sanctuary, Protection from Evil, Resist Cold or Heat, Second Sight, Charm Person*, Magic Shield
[2nd] Cure Paralysis, Neutralize Poison or Disease, Restore Vitality, Charming*, Levitate*, Monster Summoning* (nymphs or cupid only)
[3rd] Remove Curse, Consult Spirit* (fair maiden, fey, or nature), Dispel Magic*, Eternal Champion*
[4th] Sanctify, Venus Fire*
Fort +2
Ref +3
Will +6

Next week: Divinity Encounters, Vesta!

Wednesday, May 8, 2019

Divinity Encounters: Trivia

Come to where all paths meet and find Trivia, Roman Goddess of Witchcraft, Crossroads, & the Night!

 Roll 1d12
1. A black hound barks suddenly, startling those who pass by. It is actually a (roll 1d4): [1-2] guard dog for a follower of Trivia (see #3 below), [3] hound left in sacrifice for Trivia, [4] hellhound (roll for initiative)!

2. One unlucky party member is suddenly turned into an animal (roll 1d6): [1-2] swine, [3] black dog, 
[4] snake, [5] polecat, [6] cat. Investigation reveals that this is the work of a follower of Trivia who feels wronged by them and, unless other restorative magic is used, can only be remedied by making amends.

3. Mysterious and potent, one marked by Trivia watches. She is a (roll 1d8): [1-2] non-magical, though quite resourceful woman who follows Trivia, [3-4] priestess of Trivia, [5-6] witch of Trivia, [7] cleric of Trivia, [8] Avatar of Trivia, and will take a better view of those who go the way in-between, rather than the usual path. What is more, she also has a 33% chance of being trimorphed: having three merged bodies and can cast 3 spells each round, amongst other things...

4. Does this taste strange to you? It is now poisoning that an unlucky party member undergoes, needing to save vs. death or die within 1d6 excruciating rounds. As in #2 above, it is the work of a wronged devotee of Trivia, though trying to make amends afterward will do little good in this case.

5. An emblem of Trivia hangs over the next door that the party encounters. Those who attempt to enter and have engaged in great wrong (a base 75% chance if adult human or humanoid) will suffer an adverse effect (roll 1d3): {1] per #2 above, [2] per #4 above), [3] cannot enter at all (no save). Woe unto such interlopers.

6. A procession of 2d4 pale, but exceedingly beautiful woman bearing torches strolls by. Their lights are strangely maddening, almost as much as their seductive forms. They are Avernales, known to the Greeks as Lampades!
Mve: 40’; AC 9*; HD 2; Attk: torch; Dmg: 1d6; SP: 14+1d4 Charisma, cause those who first see them to save vs. spell or suffer under a Confusion effect, *all those who wish to harm them must save vs. spell first; Sve: C9, Mor: 8

7. The local cult of Trivia approaches the party to spy on a similar, but potentially rival group that has come into the area.  There is a 66% chance that the knowledge they gain will later compel the cult to wish to eliminate them, otherwise they will wish to work together. Roll 1d6: [1] Diana- a Roman Artemis/Trivia sect, [2] the Norse goddess Hel, [3] the Mesopotamian goddess Ereshkigal, [4] the Mesopotamian Goddess Ishtar, [5] the Celtic goddess Morrighan, [6] Hecate- Trivia’s Greek counterpart.

8-9. The party encounters a mysterious woman (see #3 above) who, for a price, will teach any spellcasters how to change one of their magical side-effects to one of her witchy ones. To do so, replace the magical side-effect’s requirement with one below. Actual witches may substitute all of them, though they will likely then get a look of the moon in their eyes.
I. The witch’s skin turns green(er) after casting the spell, penalizing her Charisma rolls made to be diplomatic and attractive by 1 each time it occurs (unless those who encounter her are into such things). Her rolls made to intimidate increase by 1 though, for normal folk will begin to consider her a monster.
II. Special herbs must be brewed beforehand for the spell to work, taking at least 1d6 turns. The higher level the spell, the rarer the herbs need to be.
III. A random telekinetic effect occurs 1d12 turns after casting the spell, moving the closest individual or object in a random direction rapidly 2d6 x 5’ away at a rapid rate. If a collision results, then both the projectile and whatever it hits both take 1d6 damage per 10’ traveled.
IV. The witch takes 1 damage per round when her skin touches fresh water from now on, increasing by 1 for every time she experiences this side effect.
V. For the next 3d6 turns, anyone who touches the witch must save vs. death or be cursed with a -1 penalty to all rolls
VI. Experience a magical side-effect for another divinity who is also served by witches.

10. The party is invited to an evening meal, a Deipnon. Strangely, [1] it will be at a crossroads, [2] garlic, eggs, leeks, and fish are on the menu, [3] one shouldn’t look back once the meal is left for Trivia, because [4] 4d6 zombies show up, as well!

11. The next time they fall asleep, the party travels astrally to join the Wild Hunt. Rather than being led by Cernunnos though, this one is led by Trivia- see Volume II for details.

12.  3d4 mysterious and potent women are in the area (see #3 above for details). Yes: the party has stumbled upon a coven. Their rituals might be eccentric, but they ultimately serve the Law of Trivia, invariably leading to a Great Rite (also detailed in Volume II).

DCC RPG Conversion notes
Save vs. death= Make a Will save DC 10
Save vs. spell= Make a Will save DC 15
Avernales/Lampades: Init: +4; Atk torch +3 melee (1d6) ; AC 10*; HD 2d8; MV 30’; Act 1d20; SP 15+1d4 Personality/Comeliness,  cause those who first  see them to make a Will save DC 20 or act in a random manner for 3d6 rounds, *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

Carvilia, Sample 9th Level Witch of Trivia
Align: L
MV: 40’
AC: 9
HD: 9
Atk: 1
Dmg: 1d4+1 (+2 dagger)
SP: Trivian mysteries, witch abilities
Spells prepared: [1st] Command, Cure Light Wounds, Shield*, Sleep*, Summon Familiar*
[2nd] Bless (Reverse), Hold Person, Spiritual Weapon, ESP*, Levitate*
[3rd] Cure Blindness (Reverse), Speak with Dead, Clairaudience*
[4th] Detect Lie, Summon Monster IV (dog monsters)
[5th] Faithful Hound*
SV: C9
Mor: 9

Possessions:  Holy symbol, +2 dagger, broom of flying, potion of charm, dust of sleep, 2 vials of poison, 206 gold pieces, two 1st level Trivian priestess acolytes

Carvilia, DCC Stats
Init +3
Atk dagger +5 melee (1d4+1)
AC 10)
HD 9d8
MV 30’
Act 1d20 + 1d20
SP: Trivian mysteries, witch abilities
Spells known: [1st] Darkness, Detect Magic, Paralysis, Second Sight, Word of Command, Charm Person, Find Familiar*, Magic Shield*
[2nd] Binding, Curse, Lotus Stare, Curse of Moirae*, ESP*, Monster Summoning* (dog monsters)
[3rd] Speak with the Dead, Spiritual Weapon (held by a phantom), Warp & Weft*, Dispel Magic*, Eldritch Hound*
[4th] Affliction of the Gods, Sanctify, Polymorph*
[5th] Mind Purge*
Fort +2
Ref +3
Will +5

Next week: Divinity Encounters, Venus!

Wednesday, May 1, 2019

Divinity Encounters: the Morrighan

Whether it be as Badb, Nemain, or Macha, Queen Morrighan is sure to help those who encounter her to meet their fate!

Roll 1d12
1. The Morrighan brings strife to the area, causing all within 1d20 x 20’ to save vs. spell or become at odds with one another for the next 3d6 rounds. Those so disposed will even resort to violence, especially those who follow her.

2. A crow alights on a nearby tree. Of course, it is a personification of Badb, and all who see it and don’t sufficiently fear her must save vs. death or suffer a curse of being unable to get what they want when they want it. The wise would likely flee such a world that would no longer be dear to them, forevermore.

3. Shapely and sky-clad, a warrior-woman kneels up ahead. She is actually a (roll 1d8): 
[1-2] warrior-woman who follows the Morrighan, [3-4] druidess of the Morrighan, [5-6] cleric of the Morrighan, [7] witch of the Morrighan, [8] avatar of the Morrighan in her Nemain aspect. The warrior-woman only responds to a worthy dueling foe and, if they land a hit on her (AC 0) within 3 rounds of fighting, she will agree to train them, just like CĂșchulainn.

4. All hail Macha, the great queen of the land! Any party members who are from the general area gain a +1 to all rolls for the rest of the day, while those who aren’t will suffer a -1 instead. Wherever they are, the results will likely not be plain.

5. A howl in the distance and the party has come upon a dark fen- see Volume II to generate what might be inside. The party may enter, though it will be evil indeed if no one mourned them. Still, there’s a 25% chance per hour spent there that they will find two warrior-women (roll twice on #3 above) wrestling in the mud.

6. Suddenly, everything begins to change. The work of the Phantom Queen, all within 360’ must save vs. paralysis or become (roll 1d3): [1] ethereal- unable to interact with physical beings or objects, [2] terrifying- all who first encounter them must save vs. death or flee, [3] both. Such a nightmare situation lasts for the next 3d6 minutes, though any faithful of the Morrighan may choose to enjoy such a state until dawn.

7. Havoc! In the next battle the party faces, the Morrighan appears, offering herself to one of her followers or the best warrior if none are available. If the one chosen accepts, then he will enjoy her pleasures, but cannot partake in the fighting.  If not, then he will suffer a -6 penalty to all rolls for the battle, as animals appear at inopportune moments to trip him up.

8. Hideous and screaming, a hopping hag accosts the party. Though she may have once been a conscious follower of the Morrighan, her mind is now beyond addled, though she is still considered holy. She will take an interest in a random party member. If treated well, ignoring her smacks and shrieks, then the Morrighan will reward them; if not, then that party member must undergo a divine test!
Mve: 45’; AC 6; HD 2; Attk: 1 smack; Dmg: 1d3; SP: Shriek (3/day)- save vs. death or be unable to act following round; Sve: F3, Mor: 6

9. It becomes known that the only way to stop of fomorian invasion is for one to greatly please a raven-haired warrior-woman (see #3 above). Refer to Victory in Love & War in Volume III to determine if any volunteers can do so. Followers of Celtic gods will gain a +3 bonus to their rolls in this case, +6 if they follow the Dagda, thanks to his and the Morrighan’s notable concubinage in the past.

10. A mysterious woman is spotted washing clothes. She is a (roll 1d4): [1-2] warrior-woman of the Morrighan- roll again on #3 above, [3] hopping hag- see #8 above, [4] Celtic vampress- a Baobhan sidhe (see stats below). Whoever she is, there is a 13% chance, rolled for each party member, that they are fated to die sometime soon (within the next 1d6 turns- per Referee), whether she’ll be the one to actually fulfill it or not.
Mve: 50’; AC 3; HD 8; Attk: 1 bite or slap; Dmg: 1d6 or 2d6; SP: Charm Person (3/day), can drain blood (with a successful bite attack) taking 2 of the victim’s strength or constitution and adding up to 4 of each to her own for 12 hours, -6 to all rolls when in sunlight, takes 2 damage per round when touching iron; Sve: F10, Mor: 10

11. Setbacks can be the greatest teacher. A lucky, random party member will find that out, experiencing an automatic roll of 1 on the next three rolls he or she makes. This situation can be prevented by sacrificing a bull to the Morrighan, though it will likely flee (a base 75% chance), leading those who follow it to an Otherworld (q.v.) 

12. Things grow dark, for the Morrighan declares that the spirit of Samhain is upon you! For the next 24 hours, all of the party’s beneficial effects and saves vs. fear are at a -3, while all undead and other dark beings gain a +3 bonus to all their rolls. And if it is within a month of the actual day of the gateway to the dead being opened, then all effects are at x3!

DCC RPG Conversion notes
Save vs. spell= Make a Will save DC 15
Save vs. death= Make a Will save DC 10
AC 0 = AC 19
Save vs. paralysis= Make a Reflex save DC 15
Referee= Judge
Hopping Hag: Init: +5; Atk smack +3 (1d3); AC 13; HD 2d8; MV 35’; Act 1d20; SP Shriek (3/day)- Will save DC 10 or be unable to act following round; SV Fort +9, Ref +9, Will +9
Baobhan sidhe: Init: +9; Atk bite or slap  +10 (1d6+2 or 2d6+2); AC 16; HD 8d8; MV 40’; Act 1d20; SP Charm Person (3/day) w/ a +11 spell check, can drain blood (with a successful bite attack) taking 2 of the victim’s strength or stamina and adding up to 4 of each to her own for 12 hours, -6 to all rolls when in sunlight, takes 2 damage per round when touching iron; SV Fort +12, Ref +12, Will +12

Fennore, Sample 10th Level Druidess of the Morrighan
Align: C
MV: 40’
AC: 3 (7 when unclad)
HD: 10
Atk: 1
Dmg: 1d6+3 (+2 sickle) or 1d6+2 (+1 spear)
SP: Morrighan mysteries, druid abilities, Way of Nemain (from divine test #12) and Warrior Gift: Macha (from divine test #17)
Spells prepared: [1st] Command (w/+7 bonus) (x2), Cure Light Wounds, Light (Reverse), Speak w/ AnimalsD (crows only)
[2nd] Hold Person (x2), Holy Chant, Scare*, Shatter*
[3rd] Remove Curse (reversible), Striking, Charm person*, Haste*
[4th] Confusion*, Enchant Arms*, Polymorph Self* (crow or hag forms only)
[5th] Cure Critical Wounds, Hold Monster
SV: C10
Mor: 11

Possessions:  Holy symbol, +2 leather armor (when clad), +2 sickle, +1 spear, torque of invisibility, 235 gold pieces, three 1st level Morrighan priestess acolytes, one 2nd level fighter-maiden bodyguard

Fennore, DCC Stats
Init +6
Atk sickle +11 melee (1d6+3) or spear +10 melee (1d6+2)
AC 16 (12 when unclad)
HD 10d8
MV 30’
Act 1d20 + 1d20
SP: Morrighan mysteries, druid abilities, Way of Nemain (from divine test #12), and Warrior Gift: Macha (from divine test #17)
Spells known: [1st] Blessing, Darkness, Paralysis, Second Sight, Shillelagh, Word of Command, Blade of Atropos*, Animal Summoning* (crows only), Magic Shield*
[2nd] Curse, Fen Stare, Neutralize Poison or Disease, Forest Walk*, Glorious Mire*, Invisibility*, Scare*, Shatter*
[3rd] Bolt from the Blue, Remove Curse, Speak with the Dead (who have died in battle), Spiritual Weapon, Charm Person*, Haste*
[4th] Affliction of the Gods, Consult Spirit (Elemental, Fair Maiden, Fey, Nature, or Totemic), Polymorph*, Sword Magic*
[5th] Whirling Doom, Planar Step*
Fort +4
Ref +6
Will +6

Next week: Divinity Encounters, Trivia!