Come to where all paths meet
and find Trivia, Roman Goddess of Witchcraft, Crossroads, & the Night!
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
AL L
Next week: Divinity
Encounters, Venus!