Wednesday, March 6, 2019

Divinity Encounters: Cernunnos

Time for some more random encounters for Divinities and Cults: Volume II. Here is Cernunnos: Celtic Neutral Lord of the Wild, Woods, Animals, & Otherworlds!

Roll 1d12
1. 2d6 beasts arrive, determined at random (roll 1d4):
                [1] Boar: Mve: 50’; AC 7; HD 2; Attk: 1 gore; Dmg: 2d4; Sve: F2, Mor: 9
                [2] Bear: Mve: 50’; AC 6; HD 4; Attk: 1 slam; Dmg: 2d6+1; Sve: F4, Mor: 7
                [3] Stag: Mve: 80’; AC 8; HD 1; Attk: 1 gore; Dmg: 1d6+1; Sve: F2, Mor: 6
                [4] 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): [1] just a wild man, [2] a mad hermit, [3] a wanderer, [4] a huntsman, [5-6] a druid of Cernunnos, [7] a shaman of Cernunnos, [8] a high druid of Cernunnos, [9] a mystic of Cernunnos, 
[10] 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): [1] a tasty dinner (if hunted), [2] a dire curse (if hunted), [3] a playful, glaistig/ green lady (if hunted playfully), [4] angry elves (who won’t hunt playfully), [5] followers of Cernunnos, [6] 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): [1] Pan, [2] Diana/ Artemis, [3] an arch-devil in the form of a goat, [4] 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): [1] horned, [2] shaggy, [3] 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): [1] deforestation sanctioned by greedy merchants, [2] tyranny from prudish monotheists, [3] atrocity by fell demon worshippers, [4] despoilage by craven humanoids, [5] 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): [1] a predatory beast of unusual cunning, [2] a winged, bearded, and mischievous fey, [3] a hunter follower of Cernunnos, [4] a strange version of themselves from an Otherworld, [5] a dark and angry forest spirit, [6] 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): [1] oak, [2] ash, [3] thorn, [4] hazel, [5] alder, [6] 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 Cernunnos
Align: N
MV: 40’
AC: 7
HD: 2
Atk: 1
Dmg: 1d6+1 (spear or wooden mallet)
SP: Druid abilities, Cernunnos mysteries
Spells prepared: Cure Light Wounds, Remove Fear (reverse),Shield*, ShillelaghD
SV: C2
Mor: 10

Possessions:  brown cloak w/ stag antlers hood, holy symbol, spear, wooden mallet, 3 days rations, 25 silver pieces

Cathain, DCC Stats
Init +5
Atk spear or wooden mallet +3 (1d6+1)
AC 12
HD 2d8
MV 30’
Act 1d20
SP: Druid abilities, Cernunnos mysteries
Spells known: Blessing, Food of the Gods, Holy Sanctuary, Animal Summoning*, Forest Walk*
Fort +1
Ref +2
Will +2
AL N


Next week: Divinity Encounters, the Dagda!


Wednesday, February 27, 2019

Divinity Encounters: Brigid

We begin a new series on ways to incorporate Divinities and Cults: Volume II (which is currently being revised) into your campaign. It may be a little late for Imbolc, but here is Brigid: Celtic Triple Goddess of Fire, Water, Poetry, & Craft!

Roll 1d12
1. The party comes to a well*. It is (roll 1d6): 
[1] guarded by a cleric of Brigid, [2] enchanted to grant temporary wisdom to those who drink from it, [3] quite beautiful, [4] actually part of Brigid, [5] the dwelling place of a snake, [6] all of the above: let’s hope that all’s well that ends well.

2. What craft can ye do? Brigid blesses the most skillful member of the party with a random beneficial spell from her list. If unsure, they may have to compete to see who gets it.

3. “I once met a man from Timerick...” A random person is compelled to come up with a poem on the spot. If good (per vote by the players), then he or she gains 10% bonus experience points. If not, then he or she takes 2d6 damage from intense pain in the joints.

4. A flame is found, burning brightly, yet consuming no fuel*. All healing spells work at double effect when in its light, though the flame cannot possibly be moved.

5. Invoking Brigid’s aid, a gilded woman decries one of the following injustices (roll 1d4): [1] senseless fighting, [2] being in one’s head, [3] zombies, [4] all the above. There is a 25% chance of Brigid responding with accompanying music from some nearby cranberry bog.

6. Pure water runs here, shimmering especially bright*. There is also a 50% chance of it being attended by a priestess of Brigid who may even bathe there herself. Washing in the waters not only will grant a +3 bonus to all craft-related rolls for the next 1d4 hours, but also get one clean as a whistle.

7. Three women are spotted upon the road: a poet, a healer, and a smith, all fair of form and with locks of red. There’s a base 50% chance of them being druidesses of Brigid, along with a 10% chance of them being her avatars. In any case, they will be helpful to speak to, if not gaze at.

8. A snake emerges from the nearest hole, biting for 1d4 damage any party members who are Chaotic, even if ‘tis winter. Investigation will reveal that it was sent by some strange, Celtic sect of Apep- the white wyrm!

9. Springtime is coming to this meadow*. Though things aren’t verdant yet, it’s beginning. As such, any new endeavors have a +2 bonus to their rolls for the rest of the day.

10. The party stumbles across a fine, red cloak that, when worn, provides any baked sweets the wearer does wish. Unfortunately, it also has a nasty habit of attracting a wolf each day, one who likes to wear granny disguises. Only a cleric of Brigid can break the curse, no matter what big eyes they have.

11. Being nude and bathed in fire might be fine for some, but not for Brigid’s monotheistic counterpart, St. Bride! The party encounters such a cleric who, though quite a sight to see, will only be bearing her Brigid’s cross and nothing else. What is more, St. Bride’s faith is supported by monks and paladins too (see Volume III for details).

12. Here Brigid is being honored in a small but bright ceremony*. Even if it isn’t Imbolc, there will be 1d2 clerics, 1d3 priestesses, 1d2 druidesses, and 1d4 bards present (save vs. death to avoid being annoyed by the latter). Along with prayer, each of Brigid’s faithful will have a 90% chance of experiencing one of her divine tests: roll 1d20, subtract two, and then consult Volume II. For example, a roll of 15 would indicate that one was in a Fey Realm, while a roll of 8 would indicate that another is working on a votive offering. Results of zero or less mean that participant isn’t being tested at this time.

*The places so marked also have a 25% chance of being located on a ley line, where Celtic spellcasters can gain a bonus to their spells especially (see Volume II).


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


Bronie, Sample 1st Level Cleric of Brigid
Align: L
MV: 40’
AC: 6
HD: 1
Atk: 1
Dmg: 1d6 (staff or short bow)
SP: Brigid turn ability, mysteries
Spells prepared: Cure Light Wounds, Detect Evil, Faerie FireD
SV: C1
Mor: 11

Possessions:  Leather armor, green cloak, holy symbol, staff, short bow, arrows, flask of pure water, fire tinder, 17 silver pieces

Bronie, DCC Stats
Init +3
Atk staff or short bow +2 (1d6)
AC 13
HD 1d8
MV 30’
Act 1d20
SP: Brigid turn ability, mysteries
Spells known: Blessing, Detect Evil, Protection from Evil, Flaming Hands*
Fort +1
Ref +1
Will +2
AL L


Next week: Divinity Encounters, Cernunnos!


Saturday, February 23, 2019

Now Available: Divinities & Cults, Volume III for DCC RPG

We are pleased to announce the release of Divinities & Cults: Volume III
for DCC RPG!


NOW IT'S TIME TO GO REALLY OLD SCHOOL!


Have you unleashed the mighty power of Divinities and Cults in your game yet?


Divinities and Cults: Volume III covers the gods and goddesses of both the Mesopotamian and Egyptian Pantheons, as well as a number of Evil Cults. Like Volumes I & II, this work provides detailed tenets, special cleric considerations, magical side-effects, numerous divine tests, and custom spell lists for all 19 of them. What is more, optional rules and random tables abound, organized by divinity of course. This excellent book is compatible with Dungeon Crawl Classics RPG™! 


Inside, you'll get:
  • Detailed rules for playing clerics of 7 Mesopotamian and 7 Egyptian gods and goddesses, including Enki, Enlil, Ereshkigal, Ishtar, Marduk, Nanna, Utu, Anubis, Bast, Horus, Isis, Osiris, Ra, and Thoth
  • Full rules for also playing clerics of 5 Evil Cults, including Apep, Dagon, Nergal, Set, and Tiamat
  • 20 pieces of unique artwork by Luigi Castellani
  • 7 random encounter tables, including afterlife, apsu, desert, inn, pyramid, tomb, and ziggurat
  • 20 new monsters
  • Other optional rules & sidebar sections
  • And much more!



And the Labyrinth Lord version has been updated too!



Wednesday, February 20, 2019

Clerics of Columbia, Part III

Columbia’s clerics determine what spells they can cast by which of her sacred places they visit each day. All the cleric need do is spend at least a minute at one or more there in order to be able to cast the associated spells for the next 24 hours. Otherwise, she may use her magic to heal hit point damage no matter what places she’s visited and her normal limits of spell use still apply.

For example, if a cleric of Columbia spent some time under the open sky, saw the dawn, and spotted some mountains, then she could use the spells from Spacious Skies, Early Light, and Purple Mountains for 24 hours. Later, if she was surrounded by allies and confectionary, then she could access the ones from Crowned with Brotherhood and Sweet Land too until another 24 hours passed.

Since Columbia is only a semi-divine spirit of place though, her clerics do have a 25% chance of failure each time they try to cast spells of 4th level or higher in addition to any other requirements they might have to make those spells work.


LABYRINTH LORD

(Anywhere)
1st level: Cure Light Wounds
4th level^: Cure Serious Wounds
5th level^: Cure Critical Wounds

Spacious Skies
1st level: Feather Fall*
2nd level: Gust of Wind*
3rd level: Flame Strike (appears as a cloudburst)
4th level^: Fly*

Amber Grain
1st level: Charm Person *
2nd level: EntangleD
3rd level: Commune with NatureD
4th level^: Plant GrowthD

Purple Mountains
1st level: Enlarge*
2nd level: Strength*
3rd level: Hold Person
4th level^: Stone ShapeD

Fruited Plain
1st level: Purify Food and Drink
2nd level: Cure Disease
3rd level: Create Food and Water
4th level^: Speak with Plants

Crowned with Brotherhood
1st level: Detect Evil
2nd level: Protection from Evil
3rd level: Protection from Evil 10’ radius
4th level^: Enchant Arms*

Shining Sea
1st level: Dancing Lights*
2nd level: Mirror Image*
3rd level: Water Breathing*
4th level^: Lower Water
Early Light
1st level: Augury
2nd level: Continual Light
3rd level: Locate Object
4th level^: Clairvoyance*

Last Gleaming
1st level: Darkness Globe*
2nd level: Sleep*
3rd level: Speak with Dead
4th level^: Remove Curse (reverse)

Red Glare
1st level: Resist Cold
2nd level: Scare*
3rd level: Pyrotechnics*
4th level^: Explosive Runes*

Home of the Brave
1st level: Remove Fear
2nd level: Spiritual Weapon
3rd level: Protection from Normal Missiles
4th level^: Remove Curse

Sweet Land
1st level: Sanctuary
2nd level: Shield*
3rd level: Restoration
4th level^: Hallucinatory Terrain

Freedom Ring
1st level: Unseen Servant*
2nd level: Holy Chant
3rd level: ESP*
4th level^: Haste*

^25% (additional) chance of spell failure



DCC RPG

Spacious Skies
1st level: Feather Fall*
2nd level: Gust of Wind*
3rd level: Bolt from the Blue
4th level^: Fly*

Amber Grain
1st level: Charm Person *
2nd level: Ropework* (using plants instead)
3rd level: Consult Spirit*
4th level^: Enlarge* (on plants only)

Purple Mountains
1st level: Enlarge*
2nd level: Strength*
3rd level: Paralysis
4th level^: Transmute Earth*

Fruited Plain
1st level: Food of the Gods
2nd level: Neutralize Poison or Disease
3rd level: Exorcise
4th level^: Sanctify

Crowned with Brotherhood
1st level: Detect Evil
2nd level: Protection from Evil
3rd level: Sword Magic*
4th level^: Lokerimon’s Orderly Assistance*

Shining Sea
1st level: Color Spray*
2nd level: Mirror Image*
3rd level: Water Breathing*
4th level^: Control Water (as Control Ice*, but does only 1/2 damage)

Early Light
1st level: Second Sight
2nd level: Lotus Stare
3rd level: Locate Object*
4th level^: Wizard Sense* (visual only)

Last Gleaming
1st level: Darkness
2nd level: Sleep*
3rd level: Curse
4th level^: Speak with the Dead

Red Glare
1st level: Resist cold (but not heat)
2nd level: Scare*
3rd level: Runic Alphabet , Fey*
4th level^: Runic Alphabet , Fey* (+4 to all effects)

Home of the Brave
1st level: Blessing*
2nd level: Spiritual Weapon
3rd level: Eternal Champion*
4th level^: Remove Curse

Sweet Land
1st level: Holy Sanctuary
2nd level: Magic Shield*
3rd level: Restore Vitality
4th level^: Phantasm (showing a place)

Freedom Ring
1st level: Liberty Bond, as Bottomfeeder Bond*, but works with those who enjoy freedom instead
2nd level: Holy Chant
3rd level: ESP*
4th level^: Haste*

^25% (additional) chance of spell failure


Avatar of Columbia
Align: L
MV: 40’
AC: 6
HD: 9
Atk: 1 torch-shaped mace or sword
Dmg: 5d6
SP: Columbia cleric spells/abilities (caster level 12), immune to any harmful place-based effects, +3 to all rolls when in any area sacred to her / -3 when in those that are opposed
Magic Resistance: 15%
SV: F12
Mor: 11

Paragons of liberty, Avatars of Columbia fervently support freedom and enjoyment of the land’s bounty. They are thus generally encountered where their sacredness lies (under Spacious Skies, amidst Amber Grain, etc.) while avoiding places that are opposed to such things (enclosed spaces, dismal places, etc.), gaining either a +3 or -3 modifier to their rolls, as a result. There are those who don’t appreciate the effects of Columbia’s philosophy when taken to an extreme though, putting her avatars at odds with certain divinities and ancestral, nature, or totemic spirits, while others might even be in favor of it.

DCC RPG stats:
Init: +4; Atk torch-shaped mace or sword +12 (5d6+3); AC 13; HD 9d8; MV 30’; Act 2d20; SP Columbia cleric spells/abilities (caster level 12), immune to any harmful place-based effects, +3 to all rolls when in any area sacred to her / -3 when in those that are opposed; SV Fort +12, Ref +12, Will +12; AL L



Columbia Encounters
1d14
1. The land opens up to reveal one of the types of places sacred to Columbia- see Part I for the list. Those who follow her (or at least aren’t against liberty- a base 66% chance) will gain the listed benefit upon arriving for its duration, even if they don’t cast a spell that matches.
2. Masked cultists are attempting to tear down and deface a statue of a famous cleric of Columbia: one named Cristoforo. Will the party stop them or see him as some sort of tyrant too?
3. The party comes upon a dry levy. There’s a 50% chance of 1d4 people drinking rye and whiskey there, otherwise all music dies (including any minstrels present).
4. A priestess of Sif is debating a cleric of Columbia in a cornfield. Both agree that the land should be held sacred, but argue vehemently over whether it’s proper to be unclad while doing so. Sif would insist ‘yes’, while Columbia would insist ‘no’!
5. 2d4 vagabonds leap out, speaking an unintelligible tongue. They enjoy sniffing this strange, white powder and are embroiled in some perpetual civil war- all in the name of Columbia.
6. A paladin of Columbia is baking a pie. 1d3 followers of Johnny Applewheeze arrive and want it to be apple (and especially hyperallergenic), while 1d3 followers of Paul Bunyan want it to be oversized and filled with maple syrup instead. A battle is sure to ensue.... or a food fight at least.
7. The party uncovers an enchanted sword, sacred to Columbia. It may be terrible, swift, and cause lightning damage, but it also can detect approaching lords (whether mortals or avatars) at a range of 1 mile, especially if they are marching and/or are wrathful, as well.
8. 4d20 goblins are spotted invading a land held sacred to Columbia. Will the party wish to introduce them to liberty or simply ‘liberate’ their heads from their shoulders?
9. Flying a kite is a famed, bespectacled inventor. Despite his upstanding demeanor, he actually engages in drunken orgies at some sort of ‘Fiery Hell Club’ at night, only to assert to be a devout follower of Columbia by day- early to bed and early to rise indeed!
10. A strange cult of Columbia has arisen, claiming ‘illumination’. It turns out to actually be run by 
[1] extraterrestrial beings from the stars, [2] followers of the arch devil Lucifer, [3]  disciples of starting a ‘New Order of the World’ by forcing ‘Liberty’ on theirs and other lands, whether the people actually want it or not, [4] minions of Colonel Siegfried and his highly secretive chicken recipe. In any case, those who are actually faithful followers of Columbia will likely take a dim view of such heresy.
11. The locals here are obsessed with a strange game called ‘sportsball’. Most only watch it though, willing to pay exorbitant tithes to the game players, becoming incredibly ecstatic if their team makes a ‘home-down-score!’
12. In the distance lies a city with marble domes, obelisks, seated statues, and white houses. It is said to be a district sacred to Columbia, having much occult symbolism, a pyramid with an all-seeing eye at its top, and folk who are very heavily in debt but act like they’re not.
13. An enormous, copper statue of Columbia, bearing a star-crown, torch, and book, towers above. It has a 10% chance of animating each day (as an iron golem) to crush any serious forces of tyranny.
14. A crotchety old man in red-striped pants is spotted ogling a priestess of Columbia’s backside. There’s a 10% chance of them both being avatars, a 100% chance of his name being Sam, and a 0% chance of her liking it.


Next week: as I begin the revision of Volume II, we begin our series on divinity encounters for it with Brigid, Celtic Triple Goddess of Fire, Water, Poetry, & Craft!


Wednesday, February 13, 2019

Clerics of Columbia, Part II

Even semi-deified spirits of place can test their faithful.

1-4. This land may seem like your land, but it’s actually Columbia’s. Wherever the cleric is when this test takes place will cause a -3d4 penalty to all of her rolls for the next 1d6 hours. Staying away from that type of place will remove the penalty too, knowing that land was made for you and her.

5-9. To better prove her independence, the cleric is compelled to go to one of the place types sacred to Columbia in Part I. Determine which one it is at random. Then, whether it’s a place of Amber Grain or Last Gleaming, roll 1d6 to see what she must do when she gets there, a process typically taking 1d6 hours along with any other rolls as determined by the Referee.
[1] Harvest its bounty.
[2] Guard it for future harvest of its bounty.
[3] Conquer it so it can be guarded for future harvest of its bounty.
[4] Defeat some other tyranny there while singing patriotic songs.
[5] Sew a flag, make too much food, purchase too much, and/or be overly noisy.
[6] Have a meeting with at least 3d4 individuals devoted to liberty for those who deserve it.

10-15. Columbia decides to change her cleric, making her tied to a homeland forever. Determine what type of place it is at random from Part I. From now on, she’ll always experience Columbia’s magical side-effects whenever she goes there or its opposite, even if she doesn’t cast a spell. For example, if Columbia blessed her cleric with Fruited Plain, then she would gain 2 Intelligence for as long as she was on a plain or amongst fruits, but also lose 2 Intelligence if she was on a very uneven surface or sterile area.

What is more, if the cleric happens to cast a spell at that type of place and gets the matching side-effect, then it is tripled for the duration. Of course, the same would proudly go for the opposing place, as well. In any case, at least she’ll know she’s free.

16-17. Columbia cleric: stay away from me! Strangely, not all appreciate the intense striving for liberty and bounty that Columbia champions. As a result, for the next 2d4 hours, all who encounter the cleric and aren’t followers of Columbia have a 50% chance of attacking her on sight, screaming such things as ‘Death to Columbia!’ and other profanities. It may be up to the cleric to preemptively ‘shock and awe’ them before they get the chance.

18+ Bye-bye, Miss Columbia pie... The cleric becomes nostalgic for the good old days when liberty didn’t mean tyrannical licentiousness and using the land didn’t become a gluttonous, free-for-all catastrophe. Consequently, she loses access to all of her powers for 1 day per divine test result over 17. Hopefully, she’ll recover then, otherwise it just might be the day that she’ll perish.


DCC RPG Conversion notes:
Referee= Judge


Next week: clerics of Columbia, Part III!



Wednesday, February 6, 2019

Clerics of Columbia, Part I

Columbia
Lawful Semi-Deified Spirit of Place

Tenets of Columbia
* Give liberty to those deserving
* Take strength from the land
* Acquire great wealth and enjoy its bounty

Clerics of Columbia
Special: Columbia is served by clerics, priests, and witches.
Allowed Weapons: Torch-shaped mace, sword
Allowed Armor: None
Symbol: Stars, Stripes, Her Holding a Torch
Can Turn: Those who are against liberty (if unknown, a base 33% chance)
Mysteries of Columbia: Clerics of Columbia can add 2 to one of their rolls, attributes, saves, or AC bonus for 1 round when acting secretly or when using secret knowledge, up to once per day per level. Since she’s only a semi-deified spirit of place though, Columbia’s mysteries work just 75% of the time.

Magical Side-Effects
Being a semi-deified spirit of place, the magic of Columbia works differently at various locations. Such magical side-effects can be rolled each time her clerics cast a spell or, since she is a Lawful semi-deified symbol of place, they can be determined beforehand each day instead. In the latter case, each spell would have the same side-effect all day long, allowing the cleric to thereby plan ahead.

Roll 1d12. Depending on where the cleric is at the time of casting, it may either grant a positive or negative effect. If neither location applies, then the spell has no side-effect.

1. Spacious Skies: under the open sky, the spell becomes more spacious (+50% to its range or area of effect). In an enclosed space, the spell’s range or area of effect is halved instead.

2. Amber Grain: amongst grain, whether harvested or still in the field, the cleric’s hair turns amber and wavy (+2 Charisma for the next 2d6 rounds). In a dismal place though, she suffers a -2 Charisma penalty.

3. Purple Mountains: in view of mountains, the cleric gains an aura of majesty (+2 Wisdom for the next 2d6 rounds). Within view of a pit (with no mountains in sight), she takes a -2 Wisdom penalty instead.

4. Fruited Plain: on a plain or amongst fruits, the cleric becomes more fruitful herself (+2 Intelligence for the next 2d6 rounds). On a very uneven surface or in a very sterile area though, she takes a -2 Intelligence penalty.

5. Crowned with Brotherhood: surrounded by allies, they gain a +1 to all attack rolls and saves for the next 1d6 rounds. Surrounded by enemies, they get the attack bonus instead.

6. Shining Sea: in view of the ocean or other large body of water, the cleric gains a +1 to all spell rolls for the next 1d3 rounds. In view of desolation though (with no sea in sight), she suffers a -1 penalty to all spell rolls instead.

7. Early Light: in view of the dawn or something else that’s been recently lit, the cleric is able to act before anyone else the following round. If it is dusk, she misses her next turn instead.

8. Last Gleaming: in view of the dusk and/or something else that’s been recently snuffed out, the cleric can emit light for the next 2d6 rounds. If it is dawn though, she emits darkness.

9. Red Glare: in a battle, she can cause fear for the next round (save vs. spell negates). If not, she herself becomes afraid (no save), fleeing the area for the next 1d3 rounds instead.

10. Home of the Brave: in her homeland, the cleric becomes courageous (+2 to all saves for the next 1d6 rounds). In a foreign land though, she suffers a -2 penalty to her saves.

11. Sweet Land: where confectionary or other sweets abound, the cleric also becomes sweet (those who wish to attack her must save vs. spell to be able to do so for the next 1d3 rounds). At a place that is especially sour, all must save to not attack her instead.

12. Freedom Ring: at a place of liberty, all of the spell’s effects double. At a place of tyranny though, the spell has the opposite intended effect.


DCC RPG Conversion notes:
Referee= Judge
Can turn= Unholy creatures
Charisma= Personality
Wisdom= if not using the optional rule in Volume I, then use Luck instead
Save vs. Spell= make a Will save DC 15


Additional notes:
With some modifications, similar rules can be used for other spirits of place like Britannia, Frankia, and Germania. Of course, they would need different names, places, and results for their magical-side-effects. And, being around longer, those spirits of place may be fully deified and thereby not have the 25% chance of failure for their mysteries and other effects.


Next week: clerics of Columbia, Part II!



Wednesday, January 30, 2019

Druids of Johnny Applewheeze, Part III

Spells (Johnny Applewheeze)
Druids of Johnny Applewheeze have access to the following spells. Being only an arch-demon though, they only have a 75% chance of succeeding when they attempt spells of 4th level or higher. This restriction is in addition to any other requirements his druids might have to make such spells work.

Also note that many of his spells affect those with allergies differently than others, manifesting the exact things the targets are allergic to in a most dastardly way. If unsure, humans usually have a base 30% chance of having allergies, while those who have been previously exposed to the effects of Johnny Applewheeze have a 60% chance. Demi-humans, humanoids, and domesticated animals only have a 10% chance of being allergic to the things that Johnny might use for torture.

LABYRINTH LORD
1st Level: Purify Food and Drink (reverse), Sanctuary (from those with allergies), EntangleD, Pass without TraceD, Allergen Hands (as Burning Hands*, but only harms those with allergies, also stunning them for 1d2 rounds), Apple Missile (as Magic Missile*, otherwise as Allergen hands)

2nd Level: Bless (reverse), Delay Poison (reverse), Hold Person (making targets feel like they’re about to sneeze), BarkskinD, Find PlantD, Fire TrapD (damage done is actually from a severe allergic reaction), Warp WoodD, Ray of Enfeeblement* (only works on those with allergies)

3rd Level: Cure Disease (reverse), Speak with Plants (apple trees only), Remove Curse (reverse: bestow an allergy), Plant GrowthD, Tree ShapeD, Suggestion* (to get targets to eat apples!)

4th Level^: Create Food and Water (laced with allergens), PassplantD, Appleball (as Fireball*, but only harms those with allergies, also stunning them for 1d2 rounds)

5th Level^: Apple Tree Stride (as Tree StrideD, but only works on apple trees), Commune with NatureD

6th Level^: Animate Objects (allergens, hives, and mucus only), Fire SeedsD (damage caused is from severe reactions)

^25% (additional) chance of spell failure


DCC RPG
1st Level (d6): Food of the Gods (laced with allergens), Holy Sanctuary (from those with allergies), Paralysis (making targets feel like they’re about to sneeze), Allergen Hands (as Flaming Hands*, but only harms those with allergies, also stunning them for 1 round), Apple Missile (as Magic Missile*, otherwise as Allergen hands), Ropework* (using plant vines)

2nd Level (d3): Wood Wyrding, Charm Person* (to get targets to eat apples!), Ray of Enfeeblement* (only works on those with allergies)

3rd Level (d3): Curse (bestows an allergy), Apple Orchard Walk (as Forest Walk*, but only works with apple trees), Appleball (as Fireball*, but only harms those with allergies, also stunning them for 1d2 rounds)

4th Level^ (d4): Affliction of the Gods (via allergic reaction), Desecrate, Breathe Life* (allergens, hives, and mucus only), Orchardist’s Bond (as Bottomfeeder Bond*, but works with those who enjoy apples- whether they’re allergic to them or not!)

^25% (additional) chance of spell failure



Avatar of Johnny Applewheeze
Align: C
MV: 40’
AC: 5
HD: 10
Atk: 1 scythe
Dmg: 3d6
SP: Applewheeze druid spells/abilities (caster level 9), immune to allergies
Magic Resistance: 10%
SV: F10
Mor: 7

Though Johnny Applewheeze Avatars appear ill-seeming, they are actually quite hale, happily causing itching, burning, and wheezing to occur in others instead. At times, they will be subtle, placing allergens in the meals and under the pillows of the unlucky. And since they can determine what one is allergic to with 75% accuracy (like his druids can), it is often a very unpleasant result. Other times they are more direct, simply smearing the allergens all over their victims’ faces or even hacking them into compost with their scythes in order to plant another apple tree.

DCC RPG stats:
Init: +6; Atk scythe +12 (3d6+3); AC 14; HD 10d10; MV 30’; Act 2d20; SP Johnny Applewheeze druid spells/abilities (+9 spell check), immune to any allergic effects; SV Fort +15, Ref +10, Will +10; AL C



Johnny Applewheeze encounters
Roll 1d6
1. The party happens upon a random allergen (see Part I for the list). Its size fills either (roll 1d3): [1] a large, 1d6 x10’ diameter area, [2] a moderate, 1d12” pile, [3] a tiny amount found in an unlucky party member’s meal or garment. There’s also a 66% chance of a druid of Johnny Applewheeze being nearby, waiting to enjoy the result.

2. Apples aren’t always evil. The party encounters a local group who follows a different apple-associated divinity that is having trouble with Applewheeze druids spreading disease and encroaching upon their portfolio (roll 1d4): [1] Idunn: a Neutral Norse goddess, [2] Eris: a Chaotic Greek goddess, [3] Avalon: a Neutral Celtic spirit of place, [4] Pomona: a Lawful Roman goddess. Will the party assist them?

3. The area opens up to reveal a seemingly bucolic cornucopia of food and comfort. There is a 50% chance of it actually being so, in which case this little Garden of Eden will be watched over by 2d4 Animate Theocratic Vegetables (see Part II for stats). If not, then it is in fact a domain of Johnny Applewheeze and everything there will make visitors burn, itch, and wheeze.

4. A golden apple is stumbled upon. Obviously magical, it will do one of the following up to one time when used, causing (roll 1d4): [1] those it is tossed between to fight for at least 1d3 rounds, [2] someone it is dropped in front of to have to stop and spend 1 round picking it up, [3] those who bite into it to fall asleep, [4] a 1% chance of granting immortality to one who eats it, otherwise causing a fatal appleodema!

5. Strangely, a group of 3d4 people are dunking their heads in a tub of water in order to retrieve apples. There is a 25% chance of each one having a reaction, since one of their number is actually a druid of Johnny Applewheeze! Does the party save them from such madness?

6. Past disturbing carvings of congested and itchy victims, Johnny Applewheeze is paid homage to. Those who dare to venture within will discover 1d3+1 of his druids along with 1d3-1 shamans, 1d2-1 mystics, 1d12 pounds of every type of allergen imaginable, 1d4 captured Animate Theocratic Vegetables, and 2d4 allergy-ridden sacrifices. There’s even a 25% chance of a Johnny Applewheeze Avatar being present. In addition, his followers all have a base 25% chance of experiencing his divine tests #9-14, making them even more formidable, if not apple-red and sickly.


Next week: we explore the semi-deified nature spirit of America: Columbia!
Also, the draft DCC version of Volume III is finished and should be sent out for approval soon...