Beware the primitive, mutant fury
of Balor! Roll 1d12.
1. The party comes upon a follower of Balor. He is (roll 1d10):
[1-3) just a follower of Balor, [4-5] a dangerous barbarian who follows Balor,
[6-7] a shaman of Balor, [8-9] a druid of Balor, [10] an avatar of Balor. Along with him having a 75% chance of being a fomorian (see Volume II for details), there is a 100% chance of him complaining about all their new-fangled ways.
2. A nude man approaches and, unless a fan of such uncladliness, those who have
to gaze upon him suffer a -3 to all rolls as he goes on about the ridiculousness
of dress. Naturally, he is a Balorian devotee.
3. Suddenly, a random NPC decides to rebel against his agrarian lifestyle
and bite a random party member for 1d4 damage. If he wasn’t a follower of Balor
before, he is now; that is, if he survives the likely counterattack.
4. A corpse is discovered amidst a pile of ruined crops. The poor fellow
looks to have been a farmer who has had his stomach ripped open and filled with
fish and wild grains. What sort of
monster would do that?
5. The party hears an awful racket when they’re next inside a building.
Investigation will reveal that it is 1d4 fomorians (see Volume II) trying to
tear down such an outrageous insult to the old ways, led by an especially
vociferous Balorian shaman. Depending on the building’s size, the attackers may
soon accomplish their task.
6. The hills rumble and the skies dim as Balor’s unearthly legions march
upon the Tuatha de Danaan. Such a battle is beyond the ken of most mortals to
engage in or even perceive, though all followers of Celtic divinities along
with those of Balor suffer a -3 to their spell rolls for the next 24 hours.
7. Rumor has it that a nearby lake is filled with treasure (actually 3d6 x
100 gold pieces’ worth). Of course, it’s also guarded by 2d4 followers of Balor
(per #1 above), who will happily toss any who would come for such nonsensical
currency into the lake too.
8. The trail up ahead is littered with broken bowls, bags, beakers, and
other containers. Cast aside by an irate druid of Balor, there is a total of
1d20 items that can be recovered, each worth 1d100 gold pieces. They will also
suggest the druid’s next target: he’s planning on smashing the ‘living
containers’ of those who made them too.
9. A desperate farmer comes to the party for help. Nudist, luddite savages
have hunted his cattle mercilessly, bringing him close to financial ruin. The
culprits are of course 1d3 Balorians (see #1 above), though the farmer has no
idea why they would have such a beef with him.
10. Without warning, all metal objects within 120’ begin to rust, becoming
useless within 2d3 rounds unless the secret follower of Balor in the party’s midst
(i.e. a random NPC, if any) is slain.
11. A mighty fomorian with the head of a goat, twisted spine, and extra mouth
on his hand challenges the party. Luckily, he can easily be distracted with
talk of origin and heritage, though most won’t want to shake hands when meeting
him.
AL C: MV 40’; AC 5; HD 8; Atk: 2 (1 gore, 1 bite);
Dmg: 2d8 or 1d6; SP: 3 mutations; SV: F8; Mor: 7
12. Behold the great eye! All in
within 240’ must save vs. death to avoid getting destroyed by Balor’s gaze from
afar. Such a spectacle lasts for the next 1d3 rounds, though followers of Balor
are of course immune and will use this opportunity to chastise those who don’t
follow the Old Ways.
DCC RPG Conversion notes
Save vs. death= make a Will
save DC 10
Mighty Fomorian Giant: Init +2; Atk gore +12 melee (2d8+4) or bite +8 (1d6+2); AC 14; HD 8d10; MV 35’; Act
1d20; SP 3 mutations; SV Fort +8, Ref -1, Will +4; AL C.
Wroid, Sample 5th Level Shaman
of Balor
Align: CMV: 40’
AC: 5
HD: 5
Atk: 1 (club or sling)
Dmg: 1d4
SP: Balorian mysteries, turn ability, 2 mutations: especially ugly, one arm
Spells prepared: [1st] Cure Light Wounds, Detect Metal, Remove Fear (Reverse), Faerie FireD
[2nd] Find Traps, Warp WoodD
[3rd] Call LightningD
SV: C5
Mor: 8
Possessions: Unholy
symbol, club, sling w/ 20 stones, +1 leather armor, 43 gold pieces worth of
trade goods (nothing made of metal though!)
Note: Wroid is currently statted as a human. To make him a
fomorian shaman of Balor, adjust his stats per Volume II. His abilities can
also be adjusted as that of standard shamans, which are also described in
Volume II under Thrym.
Wroid, DCC Stats
Init +3
Atk club +3 melee (1d4) or sling +4 ranged (1d4)
AC 14
HD 5d8
MV 30’Act 1d20 (only has one arm though!)
SP: Balorian mysteries, turn ability, 2 mutations: especially ugly, one arm
Spells known: [1st] Detect Metal, Food of the Gods, Resist Cold or Heat, Second Sight
[2nd] Lotus Stare (very angry), Wood Wyrding, Forest Walk*, Snake Trick*, Consult Spirit*
[3rd] Bolt from the Blue (as lightning), Deep Dweller Bond*
Fort +4
Ref +2
Will +3
AL C
Next week: Divinity
Encounters, Beliah!