* Take advantage of others whenever possible
* And consume all that you can from Nature too
Next week: Moneychangers, Part II!
1-3. Improving divinations... Ghul-Ghul cycles its power yet again, requiring the diviner to await, doing nothing more than sit impatiently for the next 2d6 turns and drool.
4-9. We do 'Div-Div', how about you? The diviner must see, losing access to some of his spells (75% chance for each one, possibly including his turn ability) and speaking in a disyllabic way until he performs certain deeds. Roll 1d6 for each one lost to see what is required.
 Say 'Ghul-Ghul' until he attacks at least 1 who believes in the use of unbiased divinatory magic.
 Say 'Face-Tome' until he gets someone to be his friend, and then insults them greatly or ignores them forevermore.
 Say 'Bird-Chirp' until he hears the scuttlebutt from someone, and then gets them to lose their employ and/or treasure for what they said.
 Say 'Maid-Buy' until he gives someone an item they'd like, then makes it difficult or even impossible for them to get it again, possibly by harming another person or place where they could get it from.
 Say 'Thou-View' until he finds someone to sing a song or do another performance, and then have them fall into a trap or otherwise lose their platform.
 Say 'Web-Log' until he locates one who will express their true feelings, then gets them jailed or killed for it.
DCC RPG Conversion Notes
Turn ability= Turn Unholy ability
Next week: Diviners of Ghul-Ghul, Part IV!
The divinatory power that Ghul-Ghul draws from the Interwebs is impressive, but not as much as the price demanded for its use. All one needs is some dangerous curiosity (and a Ghul-Ghul box, the demon lord's unholy symbol). Roll 1d12.
Next week: Diviners of Ghul-Ghul, Part III!