Divine Tests
1-3. Is more chaos better? Veles will have the cleric see, with a 1d8-5 modifier applied to all his rolls for the next 1d2 turns x 3.
4-8. Action is needed. The cleric must now perform some sacred test, since he loses access to some of his
spells (50% chance for each one), including possibly his turn ability, until it is done.
Roll 1d6 for each.
[1] Break a law with one who is meant to enforce it knowing that the cleric did so.
[2] Startle someone of equal level or greater.
[2] Startle someone of equal level or greater.
[3] Laugh hysterically at one of higher status and who will dislike it.
[4] Give all the coin on his person to the next musician he meets.
[5] Insult a follower of Perun or similar, Lawful god.
[6] Shepherd livestock, or the dead if possible, for 1d4 hours, preferably underground or near water.
[5] Insult a follower of Perun or similar, Lawful god.
[6] Shepherd livestock, or the dead if possible, for 1d4 hours, preferably underground or near water.
9-14. Veles sees fit to change the cleric... permanently. His appearance is altered, whether an eye, hand, foot, or even complete head, causing him to increasingly look like a hybrid monster to the non-faithful, along with a cumulative -2 Charisma penalty when attempting to associate with such types. Roll 1d6 each time this test occurs to determine the nature of the change: [1] Wolf, [2] Serpent, [3] Stag, [4] Bat, [5] Bear, [6] Shadowy Form.
In return, he gains a corresponding benefit (roll 1d6 again): [1] +3 bonus for all rolls made to hide, [2] can regain 1d4 hit points per day by smothering a wound with fresh earth, [3] can remove one harmful effect when completely bathed in subterranean water once per day, [4] can make a bite attack every other round of melee combat for 1d4 damage. [5] can choose to go first in initiative up to once per day, [6] can reroll one of his spell rolls up to once per day.
In return, he gains a corresponding benefit (roll 1d6 again): [1] +3 bonus for all rolls made to hide, [2] can regain 1d4 hit points per day by smothering a wound with fresh earth, [3] can remove one harmful effect when completely bathed in subterranean water once per day, [4] can make a bite attack every other round of melee combat for 1d4 damage. [5] can choose to go first in initiative up to once per day, [6] can reroll one of his spell rolls up to once per day.
15-17. Oh the turns that Veles makes. For the next 4d6 hours, those who once knew the cleric no longer recognize him, seeing him only as a stranger instead. Foes might mistake him too, though followers of Perun are immune from the effects of this temporary identity loss that Veles did take.
18+ A stronger challenge from Veles arrives... in the form of a monster! It will lurk within a 360' radius of where this test occurs, attacking the cleric, his allies, and any who might remain in or venture into that area until it is itself slain. Roll 1d3 times on test results #9-14 above to see what form the monster takes, possibly being some sort of chimeric beast. In any case, its stats will be:
And for every divine test result over 18, increase the radius of its prowling range by 60' and its HD and damage bonus by 1!
DCC RPG Conversion Notes
Charisma= Personality
Turn ability= Turn Unholy ability
Stats for results 18+ monster: Init +3 Attk claw +7 melee (1d6+1), bite +7 melee (1d6+1); AC 15; HD 5; MV 40'; Act 2d20; SP: cause fear to those who first encounter it- Will save DC 10 negates; SV Fort +5; Ref +5; Will +7; AL C.
Next week: clerics of Veles, Part IV!