Wednesday, April 29, 2020

Clerics of Vainamoinen, Part II

Magical Side-Effects
Creation starts with a word, even if it doesn't always work as planned. Roll 1d12. 

1. Seeking Aino: The spell may do the opposite of what's intended. Unless the cleric saves vs. death, a healing spell will harm, a harming spell will heal, or the like. Perhaps it's time re-tune one's kantele?

2. Laulu Taistelu: Only the best will win. The cleric must engage in a song duel with the spell's target (via an opposed Charisma check). If he doesn't win, then the target can choose to ignore the spell. 

3. Vaults of Ilmatar: Some say Vainamoinen came from the sky and sea, so the cleric must be in sight of one or both when casting the spell. If not, then it will only be at half its usual strength, though even seeing a duck egg will suffice. 

4. Ask the Haltja: A Charisma check is required here, imploring the local spirits to make the magic happen. Without it, the cleric will need to leave them a small offering instead.

5. Luominen: All within 60' experience Vainamoinen's way, gaining a +3 to their spell rolls for the next 2d6 rounds as creation unfolds. 

6-8. No Side Effect: The spell works normally this time, though it still must be sung, of course. 

9. Synty: Such power in the origin-words of things. The cleric may attempt to discern that of the magic's target (via an INT check), granting him a +2 bonus to any spell rolls made in regard to them from now on. 

10. Kalevala Rhyme: 'Vainamoinen, old and steadfast, answered in the words which follow'. If his cleric does the same, stating what the spell will do, in trochaic tetrameter (naturally), then the magic's effect, range, or duration can be doubled.

11-12. Bard's Blessing: The magic is sung for twice its normal effect, range, or duration, as well as it not being expended that day. What is more, if the cleric wins a song duel with the spell's target (per #2 above), then he may also attempt to learn the target's synty (per #9 above).

DCC RPG Conversion notes
Save vs. death = make a Will save DC 10
Charisma check = Fellowship check (DC 15)
Spell not being expended that day = gains a +2 bonus to its spell check 

Next week: Clerics of Vainamoinen, Part III!

Wednesday, April 22, 2020

Clerics of Vainamoinen, Part I

Lawful Finnish God of Wisdom, Song, & Creation

Tenets of Vainamoinen
* Fashion great things with hand and word
* Seek that which you desire
* Know that such seeking may be your downfall though

Clerics of Vainamoinen
Special: Vainamoinen is served by clerics, tietaja (Finnish shamanic wizards), & bards (see Volume II).
Allowed Weapons: Sword, staff, axe, crossbow
Allowed Armor: Leather or lighter
Symbols: Kantele (Finnish Harp), Sampo, Copper Boat
Can Turn: Evil northerners (like those of Pohjola)
Mysteries of Vainamoinen: Clerics of Vainamoinen can add 2 to one of their spell rolls by singing well (a CHA check), up to once per day per level. 
Note: Some traditions portray Vainamoinen as a demigod or simply a great hero.

Next week: Clerics of Vainamoinen, Part II!

Wednesday, April 15, 2020

Warlocks of Chernobog, Part V

Chernobog Encounters
Through dark lands they dwell, knowing that most things that end, don't end well. 

Roll 1d12
1. A certain individual is rumored to be prone to handwashing, avoiding coming too close to others, and other bizarre behavior. This ne'er-do-well even wears a mask at times. Obviously, they are some fell cultist of Chernobog (a base 50% chance- see #12 below). Otherwise, they know where one is and are trying to avoid his corruption.

2. The area grows dark, preternaturally so. In fact, things get so inky black that it behaves like an Oh, Charring Pitch spell cast by a 1d6+4th level warlock. Note that, depending on the size of the area of effect, it may also be unpleasantly hard to find one's way out (a base 5% per 5' of area of effect). Those who fail will continue to stumble about as they writhe in dark agony.

3. The area here has been devastated. All structures, plants, animals, and even folk lie shattered and broken in an almost sadistic manner. There's a base 50% chance of one faithful to Cherno-Perun showing up within 1d20 rounds (per #12 below), admiring his fell lord's handiwork, even if there's a 100% chance of that doom-corruption's divinity being to blame.

4. Sobbing is heard up ahead. 1d6 Slavs stand about, consuming hard spirits, crying, and grasping at their chests. Likely the work of Cherno-Lada (a base 75% chance, otherwise it's Unharmonia, q.v.), each may still foolishly wish to rejoin with their lost paramours (a base 66% chance ) and honor the heartless warlock bitch who made it happen. 

5. Without knowing (though a WIS check negates), a random, unlucky party member is the victim of a foul joke (roll 1d4): [1] pickpocketed, [2] mount or other means of transport sabotaged, [3] given a fee to pay that they didn't actually incur, [4] insulting sign hung on their back. Once they realize what happened and investigate, it is shown that a debased disciple of Cherno-Veles has done it and for no other reason than just to do ill to others!

6. Wrong events have occurred here (reroll on this table if unsure what they are), giving rise to a 'Big Mother'. This new ruler has taken all under her very particular and nagging wing, preventing folk from going out-of-doors, whether they wish to or not. Such (s)mothering is of course the work of Cherno-Mokosh, though Big Mother may not be fully aware of it (only a base 40% chance). 

7. With maddening screams, the party comes upon a place so affected by Cherno-Dazbog. All here believe they are something else, taking what would be natural shifts to disheveling extremes. Roll 1d6 for each of the 2d4 individuals who are present to what they take themselves to be: [1] a chicken, [2] the opposing gender, [3] a dog, [4] the rightful ruler of the land, [5] a random Slavic divinity, [6] dancing nurses and physicians. Reroll every 1d6 minutes that the party chooses to remain, just in case they start to believe that the mad folk are who they insist they are.

8. You think you're coming down with something? Plague is rampant here, infecting 11 in 12 of those exposed and yet only 1 in 12 develop to a serious state within 12+1 days (when they must then save vs. death or die within 1d4 days afterwards). Still, such a state is enough to lead the people into a downward spiral of isolation, poverty, gloating dance, and fear. What better way to show that Cherno-Baba Yaga is at work?

9. Here lies ruins: rubble, dried blood, horrid scratchings upon the walls, and discarded masks. A victim of at least one of Chernobog's many black ways, investigation will show that this was once a thriving (roll 1d6): [1] temple, [2] merchant's shop, [3] schoolhouse, [4] tavern, [5] barbershop, [6] sporting arena. It's all now gone, with just a strange well left with signs reminding one to wash their hands and stay far apart.

10. A certain individual is rumored to be prone to licking doorknobs, coughing on everyone they encounter, and hoarding  chamber pot rags. Quite disheveled and smoke-ridden, they are certainly some fell cultist of Chernobog (a base 99% chance). Otherwise, they are simply insane. 

11. Something terrifying and black-hided hunts this area. A massive bovine monster sacred to Chernobog, it exhales a strange, radiant, balefire darkness, and is known as Cherno-bull! Treat as a quadrupedal minotaur that can use the equivalent of an Oh, Charring Pitch spell as a 60' cone breath weapon up to thrice per day. The caster level of the effect can equal its HD. Those who face it must also save vs. death or die of radiant poisoning 1d3 days later.

12. Here is one who embodies the dark. A disciple of Chernobog, he's (roll 1d12): [1-3] one just very devoted to miscreancy, [4-9] a low-level warlock of Chernobog (1d6th), [10-11] a higher-level warlock of Chernobog (1d6+6th), [12] an avatar of Chernobog! What is more, he has a base 66% chance of engaging in an interpretive dance once his evil is done, celebrating his fell lord's doom on the rise.

DCC RPG Conversion Notes
Wisdom check= make a Luck check DC 15.
Save vs. death= make a Will save DC 10.

Next week: we start our series on the Finnish Pantheon, beginning with Vainamoinen!

Wednesday, April 8, 2020

Warlocks of Chernobog, Part IV

Warlock Spells (Chernobog)
Chernobog's warlocks learn fell magic in addition to those of their doom-corruption's divinity, bringing darkness and despair to the what would otherwise be the lighter ways of Belobog.

~1st Level~

Black Harm 
Range: 30' per caster level
Duration: see below
Effect: An invisible, horrid ray of malfeasance strikes a target, causing them to save vs. spell or suffer depending on the warlock's doom-corruption's divinity:
Cherno-Perun: take -4 to all combat rolls for 1 minute per caster level, due to admonishment.
Cherno-Lada: suffer -2 to all rolls for 1 hour per caster level, due to heartbreak.
Cherno-Veles: lose 1 random item on their person, due to mischief. It will turn up 1 day later per caster level, covered in smoky filth. 
Cherno-Mokosh: be only able to move at 1/2 speed for 1 turn per caster level, due to overindulgence.
Cherno-Dazbog: switch to a random alignment every minute for 1 minute per caster level, due to psychosis.
Cherno-Baba Yaga: flee in fear for 1 minute per caster level, due to creeping terror.

Shadow's Reward 
Range: Touch
Duration: 1 unpleasant minute per caster level
Effect: One of Chernobog's dark blessings permeate the subject, granting them a fell ability. Non-followers of Chernobog who receive them also have a base 33% chance of receiving a divine test:
Cherno-Perun: +2 to all combat rolls vs. those who are weaker or outnumbered.
Cherno-Lada: +8 to all rolls made to manipulate others emotionally.
Cherno-Veles: +4 to all rolls made to deceive others in any way.
Cherno-Mokosh: +4 to all rolls made to control others.
Cherno-Dazbog: +8 to all rolls made to confuse others (INT check if unsure).
Cherno-Baba Yaga: +2 to all rolls vs. those who are of a lower level than them (or lower HD if level is unknown). 

~2nd Level~

Soul of Dusk
Range: 5' per caster level'
Duration: once the nefarious condition is met, see below
Effect: Shadow sets upon the target's heart, causing them to save vs. death or engage in some malediction befitting the warlock's doom-corruption, doing so to the next person or group they encounter: 
Cherno-Perun: attack as long as it would be a dishonorable fight.
Cherno-Lada: show faux-interest so that it would cause great heartache.
Cherno-Veles: attempt to cause serious disruption in their daily doings.
Cherno-Mokosh: browbeat as best they can.
Cherno-Dazbog: tell an irrational falsehood to at least 2d3 strangers.
Cherno-Baba Yaga: put a lower level (or HD) individual through a fatal test. 

The Knowing Dark
Range: 30' per caster level 
Duration: 1 disturbing turn per caster level
Effect: The warlock senses any beings within range who espouse doom-corruption. Once found, he can then focus on the individual for at least 1d6 rounds to uncover more about the specifics of their impure ways (per Referee). Those with a mind to conceal such things may save vs. death to do so, yet those who follow the same doom-corruption's divinity as the warlock may not. 

~3rd Level~ 

Doom Door 
Range: see below
Duration: Instant
Effect: Stepping long through the domain of Chernobog, the warlock sets foot on an area of darkness to emerge in another entirely that matches his doom-corruption's divinity. Anywhere such corruptions occur or are honored will do; the warlock need only have an idea where he is going. Otherwise, the range of such traversement is up to 100' per caster level, simply emerging at another place of physical darkness that is closest to the stated distance hence. 

Oh, Charring Pitch
Range: 20' per caster level
Duration: 1 terrible round per caster level
Effect: Behold, a great darkness comes forth, filling a 5' radius area per caster level. Those within must save vs. spell or not only be robbed of their sight, but of 1d6 hit points per caster level as well, burning in charring, stinking, inky blackness. And while their sight may return once the darkness ends, the horror of it and damage taken will be another matter altogether.

~4th Level~

Black Tragedy
Range: 30' per caster level
Duration: per doom-corruption divinity
Effect: As Black Harm, above, but all malfeasance effects are doubled and durations are increased by one order of magnitude: Minutes -> Turns -> Hours -> Days -> Weeks. Such may otherwise be removed early as one would a curse. 
Chernobog's Hound
Range: 10' per caster level
Duration: 1 horrifying round per caster level
Effect: Come forth! The warlock summons some shadow thing to do his dark bidding. After 1d3 rounds, it arrives, attacking an individual within range at the warlock's direction each round, causing those so targeted to save vs. death or lose 1d4 from a random ability score via its horrifying, phantom bites. Others who even see the hound must save vs. spell or flee.

~5th Level~ 

Shadow's Form
Range: Self
Duration: 1 abominable minute per caster level
Effect: Calling upon Chernobog's might, the warlock assumes a form befitting his doom-corruption's divinity, gaining darkened eyes, the benefits of Shadow's Reward, above, along with the following:
Cherno-Perun: +4 bonus to Strength, Constitution, and AC. Can cast Shocking Grasp every 3 rounds at will.
Cherno-Lada: +4 bonus to Dexterity, Charisma, and all saves. Can cast Charm Person every 3 rounds at will.
Cherno-Veles: +4 bonus to Intelligence, Dexterity, and all saves. Can cast Invisibility every 3 rounds at will.
Cherno-Mokosh: +4 bonus to Wisdom, Charisma, and AC. Can cast Hold Person every 3 rounds at will.
Cherno-Dazbog: +4 bonus to Strength, Intelligence, and AC. Can cast Confusion every 3 rounds at will.
Cherno-Baba Yaga: +4 bonus to Wisdom, Constitution, and all saves. Can cast Cause Fear every 3 rounds at will.    

Soul of Midnight
Range: 10' per caster level
Duration: see below
Effect: As Soul of Dusk, above, except that the effects last until dispelled, or as a curse, removed. The subject otherwise behaves in the warlock's particular doom-corruption's way, even needing to save vs. death at the stroke of midnight each night or decide to willingly pledge themselves to Chernobog! In such an event, nothing will save them then.

~6th Level~ 

Black Catastrophe 
Range: 50' per caster level
Duration: per doom-corruption divinity 
Effect: As Black Tragedy, above, but the area affected is a 5' radius per caster level, potentially making many befall terrible malfeasance.

~7th Level~ 

Stroke of Doom
Range: 100' per caster level
Duration: Instant
Effect: The warlock brings forth a great calamity, causing Chernobog's night to eclipse all hope depending on which doom-corruption's divinity is served. In all cases, a general 1/4 mile area is affected, though due to the nature of the calamity, its corruption may also spread.
Cherno-Perun: a 'natural' disaster occurs, devastating all who fail to escape within 3d6 minutes' time.
Cherno-Lada: torn with love-loss-longing, all must save vs. spell or be at each others' throats, murderous within 3d6 hours. There is a base 25% chance of the events spreading in a random direction.
Cherno-Veles: items go missing or are sabotaged, making all within suffer 4d6 damage from the mishaps occurring over 5d6 hours. Such anarchy has a base 50% chance of spreading in 1d4 directions.
Cherno-Mokosh: an oppressive leader comes to the fore, dragooning all within 2d6 hours, lasting until he or she is removed. There is only a base 10% chance of it spreading in a random direction though.
Cherno-Dazbog: madness descends on those there, causing them to generally behave as the results for (roll 1d4): [1] Cherno-Lada, [2] Cherno-Veles, [3] Cherno-Mokosh, or [4] Cherno-Baba Yaga. Reroll every hour for 2d6 hours.
Cherno-Baba Yaga: a heinous plague unfolds, killing just 1 in 12 of those who catch it within 1d12 days, but spreading to 11 in 12 anyway, likely ranging far beyond its original area.

Next week: Warlock of Chernobog, Part V! 

Wednesday, April 1, 2020

Warlocks of Chernobog, Part III

Light comes to an end. Chernobog rises again.

Divine Tests
1-3. Abjure all contact! The warlock must seek sanctuary, eschewing others for fear that corruption might find him too. Once there, he shall do nothing else but remain for the next 3d6 turns, contemplating his own dark doom.

4-9. How much disaster can you spread? The warlock will find out, losing access to some of his spells (50% chance for each one), including possibly his turn ability, until he performs certain deeds. Roll 1d6 for each one lost to see what is required.
[1] Seriously disrupt a place of commerce for its own good.
[2] Close a schoolhouse, thereby causing all other forms of chaos.
[3] Spread the ways of one's specific doom-corruption's divinity: whether devastation, manipulation, anarchy, or the like.
[4] Attack 1d3 followers of one of the Slavic gods while salivating profusely, hoping to get their temple to close.
[5] Cough on everyone and everything encountered for the next 1d3 hours on purpose.
[6] Hoard sundry (and generally unnecessary) items, especially those related to chamber pots, for the next 1d3 days.

10-14. The blackness within the warlock now becomes obvious for all to see. Whenever this test occurs, roll 1d4 to determine what permanent change there is.
[1] Smoky: his gaseous stench makes those facing him in melee save vs. poison or take -2 to all rolls, but it's also obvious if he's been somewhere within the last 1d6 turns.
[2] Dark: gains a +6 bonus to being concealed in shadows, but also suffers a -2 to all rolls when in bright light.
[3] Disheveled: enjoys a +4 modifier against being held in place, but only has a base 40% chance of finding something on his person.
[4] Fatalistic: gains a +2 bonus to all saves, but must shout about it for at least 3d6 rounds whenever he does so.

15-17. The Law of Contagion demands that the warlock fear all he had come close to. Each person who he ventured within 6' of during the last 1d12+2 days has a base 25% chance of casting a random harmful Chernobog spell on him! Use the warlock's level to determine which spell levels to select from and also the intensity of the spells selected. If unsure of the warlock's contacts, then consider there to be 1d12+2 of them, making it likely that he may end up 6' under, as a result.

18+ Doom falls and all within 60' take 3d6 damage as horrible blackness oozes out of their body parts (see below for which body parts specifically ooze based on the warlock's doom-corruption's divinity). The warlock then realizes that his dedication to catastrophe may not be all that he thought it would be and suddenly shifts to Belobog, effectively becoming a follower of the non-corrupted version of his divinity, a true cleric of that Slavic god or goddess in all respects for the next 24 hours. For every divine test result over 17, increase the range by 60', the ooze-orifice damage by 3d6, and the length of his shift for another 24 hours; that is, if he survives that long.

Cherno-Perun: mouth and ears
Cherno-Lada: heart and generative organs
Cherno-Veles: eyes and ears
Cherno-Mokosh: navel and generative organs
Cherno-Dazbog: eyes and nose
Cherno-Baba Yaga: navel and anus

DCC RPG Conversion Notes
Save vs. poison= make a Fortitude save DC 15 
Turn ability= Turn Unholy ability

Next week: warlocks of Chernobog, Part IV!