Divine Tests
The great frontier can be a dangerous place, but only if you lose faith in Paul Bunyan.
1-4. The cleric gets turned around and loses his way. He’ll need to make a Wisdom check or he and his companions will become lost for the next 3d6 turns, even if it’s in his own log cabin.
5-9. Reckon it’s time for a challenge! The cleric loses access to some of his spells (50% chance for each one) including possibly his turn ability. He must do one of the following to get each one back. Roll 1d4.
[1] Chop down at least 6d10’ of trees (height-wise), likely earning the ire of forest-lovers, squirrels, and those with cottages nearby (a base 80% chance for each).
[2] Consume at least 5d10 pounds of food (half if it’s lumberjack fare) and then save vs. poison or suffer severe gastrointestinal discomfort, being unable to act for the next 1d6 hours.
[3] Fight off a 1d4 HD fearsome critter. Luckily, Paul will send one the cleric’s way in time for supper (or whenever the Referee determines), unless there’s already one around. See divine test #16-17 for stats.
[4] Enough for a Tall Tale... The cleric must see something of great size, number, or intensity. What that is depends on his experience, but he can never use the same thing twice to satisfy this result.
10-15. Now Paul brings out the cleric’s bigger woodsman in him, or something like that. Roll 1d4.
[1] Brawny-Man: The cleric has been eating well! He gains 2’ in height and commensurate mass, adding 1 to his Strength and chances of being admired. Still, his brain shrinks a bit to make up for it, causing him to lose 1 Intelligence as well.
[2] Special Friend... A giant, blue ox shows up to assist the cleric, following him unto death (whether its own or his). And though it is a mighty fighter, this massive beast won’t realize its size as it tries to follow him down narrow paths, damages nearby structures, and the like. Stats follow, though the cleric would be wise to keep his ‘babe’ on a very sturdy leash unless absolutely needed:
Mve: 60’; AC 4; HD 5; Attk: 1 trample; Dmg: 2d6; Sve: F5, Mor: 6 (12 when around the cleric)
[3] More is Better! Whether cutting timber, chowing down on food, or casting spells in Bunyan’s name, the cleric has trouble holding back. From now, whenever an opportunity presents itself for the cleric to do one of those three things, he must save vs. spell or must do so 1d3 additional times that day. Even more, the save becomes 2 harder every time he experiences this test result.
[4] The Little Lumberjack Inside You: Like in magical side-effect #10, the cleric now has the urge to sing loudly and/or act very unmanly whenever no one else appears to be around. In fact, that might not even stop him- the cleric must save vs. death or must do so for at least 1 turn every day even when others are watching. What is more, as in divine test #3 above, for every time he experiences this divine test result, the save becomes 2 harder!
16-17. Fearsome critters roam the wilds and 1d4 of them show up in 2d3 rounds, double if out on the open frontier. Time to make a man out of you, cleric!
Mve: 50’; AC 5; HD 1d6; Attk: 1; Dmg: 1d6 +1 per HD; SP: (see below); Sve: F1 + HD, Mor: 10
Special (roll
2d12):
[1] spiked hide causes 1d2 damage to
those who grab it
[2] breath weapon causes 2d6 damage
to all in a 15’ cone, 3/day
[3] +1 damage due to particularly
nasty attack,
[4] makes bizarre noises
[5] can fly at a rate of 50’
[6] can turn invisible, 3/day
[7] can only move in circles
[8] always looks like its smiling
[9] +20’ speed
[10] +4 AC bonus
[11] successful attack knocks foes
back 1d4 x 5’
[12] per Referee
18+ Get a load of the weather we’ve been having! The temperature drops real cold, affecting a 1 mile radius per divine test result over 17. All in the area will likely have to stick to felling timber and lumberjack fare in order to keep warm, experiencing a Paul Bunyan encounter (see Part III) each hour while there. It lasts for the next 1d6 days and most fans of the natural order of things won’t be too happy about it.
DCC RPG Conversion notes:
Wisdom= if not using the optional rule in Volume I, have the cleric make a Luck check DC 15 instead
Turn ability= Turn unholy ability
Save vs. poison= make a Fortitude save DC 15
Save vs. spell= make a Will save DC 15
Save vs. death= make a Will save DC 10
Referee= Judge
Stats for Giant Blue Ox in results #10-15 [2]: Init: +1; Atk trample +7 (2d6+5); AC 15; HD 5d10; MV 50’; Act 1d20; SV Fort +10, Ref +2, Will +5
Stats for Fearsome Critters in results #16-17: Init: +4; Atk bite or claw +1 per HD (1d6 +1 per HD); AC 14; HD 1d10 – 6d10; MV 40’; Act 2d20; SV Fort +2d6, Ref +2d10, Will +1d4
Next week: clerics of Paul Bunyan, Part III!