Divine Tests
1-3. Abjure all contact! The warlock must seek sanctuary, eschewing others for fear that corruption might find him too. Once there, he shall do nothing else but remain for the next 3d6 turns, contemplating his own dark doom.
4-9. How much disaster can you spread? The warlock will find out, losing access to some of his
spells (50% chance for each one), including possibly his turn ability, until he performs certain deeds. Roll 1d6 for each one lost to see what is required.
[1] Seriously disrupt a place of commerce for its own good.
[2] Close a schoolhouse, thereby causing all other forms of chaos.
[2] Close a schoolhouse, thereby causing all other forms of chaos.
[3] Spread the ways of one's specific doom-corruption's divinity: whether devastation, manipulation, anarchy, or the like.
[4] Attack 1d3 followers of one of the Slavic gods while salivating profusely, hoping to get their temple to close.
[5] Cough on everyone and everything encountered for the next 1d3 hours on purpose.
[6] Hoard sundry (and generally unnecessary) items, especially those related to chamber pots, for the next 1d3 days.
10-14. The blackness within the warlock now becomes obvious for all to see. Whenever this test occurs, roll 1d4 to determine what permanent change there is.
[4] Attack 1d3 followers of one of the Slavic gods while salivating profusely, hoping to get their temple to close.
[5] Cough on everyone and everything encountered for the next 1d3 hours on purpose.
[6] Hoard sundry (and generally unnecessary) items, especially those related to chamber pots, for the next 1d3 days.
10-14. The blackness within the warlock now becomes obvious for all to see. Whenever this test occurs, roll 1d4 to determine what permanent change there is.
[1] Smoky: his gaseous stench makes those facing him in melee save vs. poison or take -2 to all rolls, but it's also obvious if he's been somewhere within the last 1d6 turns.
[2] Dark: gains a +6 bonus to being concealed in shadows, but also suffers a -2 to all rolls when in bright light.
[3] Disheveled: enjoys a +4 modifier against being held in place, but only has a base 40% chance of finding something on his person.
[4] Fatalistic: gains a +2 bonus to all saves, but must shout about it for at least 3d6 rounds whenever he does so.
[2] Dark: gains a +6 bonus to being concealed in shadows, but also suffers a -2 to all rolls when in bright light.
[3] Disheveled: enjoys a +4 modifier against being held in place, but only has a base 40% chance of finding something on his person.
[4] Fatalistic: gains a +2 bonus to all saves, but must shout about it for at least 3d6 rounds whenever he does so.
15-17. The Law of Contagion demands that the warlock fear all he had come close to. Each person who he ventured within 6' of during the last 1d12+2 days has a base 25% chance of casting a random harmful Chernobog spell on him! Use the warlock's level to determine which spell levels to select from and also the intensity of the spells selected. If unsure of the warlock's contacts, then consider there to be 1d12+2 of them, making it likely that he may end up 6' under, as a result.
Cherno-Perun: mouth and ears
Cherno-Lada: heart and generative organs
Cherno-Veles: eyes and ears
Cherno-Mokosh: navel and generative organs
Cherno-Dazbog: eyes and nose
Cherno-Baba Yaga: navel and anus
Cherno-Lada: heart and generative organs
Cherno-Veles: eyes and ears
Cherno-Mokosh: navel and generative organs
Cherno-Dazbog: eyes and nose
Cherno-Baba Yaga: navel and anus
DCC RPG Conversion Notes
Save vs. poison= make a Fortitude save DC 15
Turn ability= Turn Unholy ability
Next week: warlocks of Chernobog, Part IV!