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Divinities & Cults

Divinities & Cults

DIVINITIES & CULTS: VOLUME II

BEING A REFEREE & PLAYER RESOURCE FOR LABYRINTH LORD AND OTHER CLASSIC ROLEPLAYING GAMES

Written by Dan Osarchuk Revised 2017, 2019

Cover Illustration by Luigi Castellani Interior Illustrations by Luigi Castellani & stock art

Special thanks to Curtis Lyon (Three Sages Games), Bruce Wiggins, Ben Orndorff, Craig Grubb, Kolbe Ann, and Loken Roderic for their assistance in helping to edit and refine this work.

Copyright © 2016, 2017, 2019 OSRDAN GAMES

Compatible with the various Old School Editions and their ‘Retro-clones’, especially Labyrinth Lord!

Labyrinth LordTM is copyright 2007-2011, Daniel Proctor. Labyrinth LordTM and Advanced Labyrinth LordTM are trademarks of Daniel Proctor. These trademarks are used under the Labyrinth LordTM Trademark License 1.2, available at www.goblinoidgames.com.

Samplewww.divinitiesandcults.com file

Key to Divinities & Cults: Volume II

How to Use This Book The incredible and mysterious powers of the Gods require similar Triggers are reduced by 1 each day thereafter, along with normal abilities for their followers! Use some or all of these rules in order to prayers, meditation, etc. make one’s cleric more specialized by divinity. Triggers Test Type Roll 0 nil none Special 1 I 1d6 Though ‘cleric’ is the default term for most divinities’ mortal servants 2 II 1d8+2 in this work, they can also be served by priests, , and the like. 3 III 1d10+4 Read further in this Volume for details on these subclasses. 4 IV 1d12+6 etc. etc. +4 per Trigger Tenets For example, a cleric violates one of his divinity’s tenets, immediately Clerics are expected to follow these ideological guidelines. Major triggering a d6 roll on the Divine Test table for his divinity. Later that transgressions will result in an immediate roll on the divinity’s Divine day, he needs a +2 bonus for one of his spells, triggering a 1d8+2 roll, Test table in order to bring the cleric back onto the path. thanks to calling upon Divine Intervention. The following day, he rolls a 1 on a casting roll (see below), causing him to start with another Type II Allowed Weapons and Armor Test (1d8+2), since 1 trigger still remained from the day before. Clerics bear protection in specific ways as per their patron deity, marking them apart from clerics of other deities. Clerics who use Cleric Spells disallowed weapons or armor will be unable to use any of their Clerics have access to different spells based on which god or powers during that time and for the next 6d4 hours afterwards. they follow. Note that spells marked thus (*) are magic- user spells; (D) are spells.

Holy Symbols These are the representations of the cleric’s faith in their divinity. Casting Rolls Various symbols may emphasize various aspects of the divinity and In order to make spellcasting even more dynamic and exciting, may represent distinct sects, denominations, or even cults thereof. clerics can perform casting rolls to have their spells succeed. Doing so makes casting spells feel *magical* and adds an additional layer Can Turn of depth to your game. Clerics can attempt to turn all listed beings held antithetical to their Roll a d20, add the cleric’s wisdom modifier, and then consult the god or goddess, rather than just necessarily undead. following table. The total will need to equal or exceed the listed

number in order for the spell to succeed. If successful, then the Mysteries magical side-effect can be rolled too (see above). What is more, clerics may gain special bonuses or abilities, often usable up to once per day per level, based on their patron deity. CASTING ROLL SUCCESS MATRIX Mysteries not only add an additional level of strategy to gameplay, Spell Level but also reiterate a cleric’s place within the cosmos. Cleric Level 1st 2nd 3rd 4th 5th 6th 7th Magical Side-Effects 1 5 ------Something that matches the deity’s purview may also occur along 2 4 ------with the usual results of a spell. Depending on the d12 result, the 3 3 5 - - - - - recipient may need to fulfill a special requirement first, experience something unfortunate, or even gain a special bonus. Using 4 2 4 - - - - - magical side-effects in one’s game helps to keep each spell gritty, 5 2 3 6 - - - - interesting, mysterious, and memorable. And if a side-effect doesn’t 6 2 2 5 - - - - apply to a certain situation, simply consider it to be ‘no side effect’ 7 2 2 4 6 - - - in that case. 8 2 2 3 5 - - - 9 2 2 2 4 7 - - Divine Tests 10 2 2 2 3 6 - - Divinities may test their clerics (and even other mortals) to bring 11 2 2 2 2 5 7 - them back onto the divine path for their overall benefit or simply to 12 2 2 2 2 4 6 - punish them. In either case, the further the individual strays, the 13 2 2 2 2 3 5 8 greater the test, so the will of the Gods should be taken seriously! 14 2 2 2 2 2 4 7

Success: The spell works! Even if the target then saves, they will Divine Tests are triggered each time a cleric: still experience 1/2 the spell’s effect unless they save by 10 or - Defies a tenet of his or her divinity or does the opposite of one more. - Calls upon Divine Intervention (see Volume I) Failure: Spell doesn’t work- nothing happens! Cleric can try to cast - Gains a new cleric level- this serves as an : the number of the spell again next round. triggers equals the new level divided by 2, rounded down - Defiles a sacred place, object, or individual of any divinity (applies Natural 20: Success and the spell’s effects increase by x1d4+1! to all individuals, not just clerics) - the test will be from the divinity Natural 13: A divine test is triggered even if the spell succeeds! that has been dishonored; save vs. spell negates Natural 1: Failure and a divine test is triggered! - Fails to follow the requirements of a Magical Side-Effect (Exclamation marks are used because this process is so exciting!) - Rolls a natural 1 or 13 on a casting roll, or fails a casting roll by 10 or more (if using casting rolls, see below) Miscellany - For any Sampleother reason, per Referee Divinities & Cults also offers a file number of optional rules, new monsters, and random tables, organized by divinity, for use in your The number of triggers determines the Test Type. Roll on the classic roleplaying game. As with all the rules in this book, feel free following table to see which of the divinity’s divine tests occurs. to use whichever ones you wish.

Indexed Table of Contents

DIVINITIES Fomorian Mutations...... 32 Page ...... 1 Items Mechanica, Items Magica...... 37 ...... 4 Orc & Goblin Foulness...... 39 Dagda, The...... 6 Weapons & Armor by Culture...... 30 ...... 8

Dis Pater...... 10

Page OPTIONAL RULES & SIDEBARS

Lugh...... 13 Avatars...... 48

Manannan Mac ...... 15 ...... 2

Mars...... 17 Druids...... 14

Mercury...... 19 Cerberus Hounds...... 11

Morrighan, The...... 21 Defixio...... 11

Trivia...... 23 Expanded Spell Themes...... 24

Vesta...... 25 Fianna...... 7

Venus...... 27 Fomorian Giants...... 32

Vulcan...... 29 Gaesatae...... 14

Gladiators...... 18

RANDOM ENCOUNTERS Page Legionaries...... 18 Brothel...... 26 Helms ...... 30 Cleric...... 35 Magical Side-Effects by Cleric Sub-Type...... 20 Cold...... 42 More Magical Boons...... 2 Fey Realms & Beings...... 3 Mystics and Priests ...... 20 Fen...... 22 Shades...... 11 Hill...... 7 Shamans...... 42 Nodes...... 5 Spirit Types...... 39 Otherworlds...... 16 Weapons & Armor by Culture...... 30 River...... 9 Witches...... 24 Profession...... 28

Underworld...... 12

DEMON LORDS, ETC. Page

Balor...... 31

OTHER RANDOM TABLES Page Beliah...... 33

Battle Events...... 18 Enak...... 36 Combat Wound Location...... 18 Sample Orcus...... file 38 Cult Plots...... 34 Thrym...... 41

Brigid Lawful Triple Goddess of Fire, Water, Poetry, & Craft 10. Flame Burns the Pain Away: It is now fire that the cleric uses. The spell’s target takes 1d4-1 points of damage (save vs. death negates) and if the spell is beneficial, he or she will receive a 50% bonus to its effect, range, or duration and be healed of any ill that ails them (minus any fire damage of course).

11. Sacred Bath: The one who receives the spell must be washed clean by another for 3d6 rounds, chosen by the cleric, who will also receive the spell’s benefit and at double the range, duration, or effect. If the spell isn’t meant to help though, then the target must be so washed by the cleric if possible after the deed is done.

12. Blessing of Water and Flame: The magic works for double the effect, range, or duration, as well as it not being expended so it can be cast again that day. Also, if it’s meant to benefit the target, then Brigid removes any ailments they might have if the cleric tosses an artistic rendition of their affected body parts into a well or body of water. And unlike some other healing, this won’t actually cost the patient an arm and a leg.

Brightenings Brigid leads her faithful to even greater inspiration and heights through the elements of purity.

Divine Tests 1. Fire burns, water flows, and the cleric waits, doing nothing else for the next 2d6 turns, unless she is at a node or someplace sacred to the Fey. In the latter case, she need not wait.

2. What brightness shall we reach today? The cleric must find or foster some new craft or poetry, or else she will suffer a -1 penalty

to all her rolls for the rest of the day.

Tenets of Brigid 3. Whether through flame’s touch or well’s wishing, the cleric must find * Spark the hearth: foster new beginnings a new sacred fire, well, or water body. If not, it is now -3 that she takes * Stoke the forge: reach great heights until the next morn. * Craft the heart: be brightened by inspiration 4. Time to heal, and upon some new patient or malady, ‘ere the cleric would again forfeit -3 to all rolls. Clerics of Brigid Special: Brigid is served by female clerics, priestesses, and 5. The cleric is getting a little hot and must bathe in the nearest druidesses. well, lake, bath, or the like. Until she does so for at least 1d6 turns, Allowed Weapons: Staff, bow, hammer, tongs, sword she will lose access to some of her spells (50% chance for each Allowed Armor: Chain or lighter one), including possibly her turn ability. Holy Symbols: , Triple Goddess, Brigid’s Cross Can Turn: Chaotic beings, Beings of darkness 6. Just as in healing, Brigid requires a votive offering, some artistic Brigantian Mysteries: Clerics of Brigid can gain a +2 bonus to one representation of the cleric, to be tossed into a well or body of of their spell rolls if near fire or water, up to once per day per level. water. Until then, she forfeits some of her magic in a manner similar to Brightenings result #5 above.

Magical Side-Effects 7. To bless the Light of the Year, the cleric must visit the nearest The cleansing flame and water purifies those under Brigid’s care. household in the name of Brigid. Until she does so, she’ll give up Roll 1d12. some of her power (as in result #5 above). Hopefully, the residents

1. Remedy of : All the cleric need do is stand by a well or will have food (a base 75% chance) and a bed made for her (a base 35% chance), for she will also need to spend the night. other source of fresh water for the spell to be complete. Otherwise, an offering worth 1d6 gold pieces per spell level would do fine. 8. The Crone holds the months and the cleric

2. Pure Heart: If the spell’s recipient is true of heart and honest of becomes encompassed by her too. For the next 24 hours, she purpose (per Referee), then it can help them. If not, then the target loses 2d6 Charisma and cannot cast any spells related to fire. What must be one who isn’t. is more, those who encounter her have a 50% chance (25% chance if they knew her before) of mistaking her for an evil ! The cleric 3. The Serpent Comes: A snake emerges from a hole that’s can of course resist this Brightening, but then she must give up nearest to the spells target. It will then try to bite a random person some of her spells (like in result #5), except that the situation lasts who is within 15’ and is also Chaotic (if any are around) having a +3 for the next 48 hours, instead of until she fulfils the task. modifier to hit for 1d4+1 damage. Afterwards, it slithers away. 9. A serpent erupts from the ground near the cleric‘s feet to see 4. A Poem Be Required: Whether the cleric makes a Charisma how many weeks of winter are left. It will attack at random those check or comes up with a lovely limerick of her own, the spell will within 30’ (including possibly the cleric) for the next 2d3 rounds. only occur when new verse is made. And since its HD will equal the cleric’s, whether or not it sees its shadow will be the least of her worries! 5-8. Standard Casting: The spell works without side-effect. SampleMve: 15’, AC: 8, HD: cleric’sfile level, Dmg: 1d6 (bite) 9. Cloak of Bride: Mimicking her Goddess, the cleric must wrap 10. approaches! New life springs forth from the earth and her own cloak around the spell’s target, thereby granting the spell a also within the cleric, reflecting Brigid’s role as Mother. Unless 50% bonus to its effect, range, or duration if she succeeds.

1 already with child, the cleric will now become pregnant, giving birth Cleric Spells (Brigid) in the normal time and manner to a healthy boy or girl. Clerics of Brigid have access to the following spells:

11. A Fey Being (see p.3) arrives to interact with the cleric. It will 1st Level: Cure Light Wounds, Create Water, Detect Evil, Detect behave according to its nature, potentially helping or hindering her Magic, Light, Protection from Evil (+2 if near a well), Purify Food for the next 1d4 hours. and Drink, Remove Fear, Resist Cold, Sanctuary, Divine WeatherD, D D 12-13. The cleric is sent to a Fey Realm (q.v.) for the next 2d6 Faerie Fire , Purify Water , Burning Hands*, Identify* hours. Once she returns, some of her magic becomes more like 2nd Level: Augury, Bless, Delay Poison, Find Traps, Know that of the Fey from now on. If a spell triggered this Brightening, Alignment, Hold Person, Holy Chant, Resist Fire, Snake Charm, then it will last 3 times longer. In return though, those who save Spiritual Weapon, Fire TrapD, Heat MetalD, Produce FlameD, against it once are also forever immune to that spell when cast by Continual Light* the cleric. If something else triggered this test or if the spell doesn’t have a duration or a save, then the last spell she cast that had them 3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Locate will be so altered. Object, Prayer, Remove Curse (reversible), Tongues*

14. The light of the Bright Brigid Maiden follows the cleric wherever 4th Level: Create Food and Water, Cure Serious Wounds, Detect she goes now. Depending on the surroundings, fire will burn higher, Lie, , Exorcise, Lower Water, Neutralize Poison, sunlight will shine brighter, water will shimmer more, and even small Protection from Evil 10’ Radius, Flash FireD, Fire Shield* flowers and shamrocks can be seen. Every time the cleric experiences this Brightening, the chance of others noticing her or 5th Level: Atonement, Commune, Cure Critical Wounds, Dispel that she has recently been in a place increases by 3. Such a Evil, Flame Strike (or as a beam of light), (Quest), Wall of revelation might inspire the faithful, but may also allow the enemies FireD of Brigid to track and identify the cleric more easily. 6th Level: Find the Path, Heal, Part Water, Speak with Creatures, 15. What can you show me? The cleric must immediately stop what Fire SeedsD, Anti-Magic Shell* she’s doing and begin crafting, preparing to heal, or practicing poetry. Her preparations will take 4d6 minutes, after which time she 7th Level: Holy Word, Regenerate, Restoration, Resurrection, Fire D must make an appropriate ability score check (per Referee). If she Chariot succeeds, then Brigid is pleased and the cleric may carry on. If not, the cleric loses all of her spells for the rest of the day and is Bards encouraged to practice some more. Whether keeping track of lore orally or just insulting bad hosts with 16. Farewell Ruadan! The cleric too mourns the loss of Brigid’s son potent satires, bards are an integral part of Celtic society. At higher in battle and makes a terrible keening. All within 120’ must save vs. levels, they are known as ‘filids’. Treat bards as thieves without any spell thrice to avoid being saddened (-2 to all rolls), terrified (must thief skills or backstab ability. Instead, they: flee from area at top possible speed and refuse to return), and/or * Can cast the equivalent of the spells Holy Chant, Charm Person deafened. All effects last for 1d6 hours, but if the cleric herself has or Mammal, and/or Legend Lore, a total of up to once per day per actually lost a love one in battle, then all saves vs. these three level, whether by singing, reciting verse, playing music, or the like. effects are at a -5 penalty and the duration is tripled. * Learn and can cast additional spells as a cleric or a druid of 3 17. This may not be for the ... Whether to enter into a political levels lower (e.g. a 4th level would have the same spell ability marriage with a half-Fomorian prince in order to accommodate his as a 1st level cleric or druid), but they cannot use any of those tribe’s near-extinction or to have one’s own tribe member later classes’ other abilities. poison him with the bitter red milk of 300 wooden cows for his lack of hospitality, the cleric must either enter into a new relationship * Those who save against a bard’s spell will become extremely (whether romantic or legal) or end one, in order to do what is right. hostile to him (he is a bard, after all), as well as becoming immune to further spells cast by him for the next 24 hours. 18+ Time for Imbolc, rejoice! Even if it’s not the actual holiday, the cleric gets a very personal taste of it. She is transformed into a corn dolly in celebration of Brigid’s new beginnings. In this form, the More Magical Boons cleric cannot, of course, communicate or take any actions, though The steps that spellcasters can take to increase their spell rolls are she will remain aware of what happens, including being brought into myriad. Apply the listed bonus to any aspect of the caster’s next homes by villagers, tossed into beds, and paraded around by girls spell. Note that those of certain cultures might gain an even greater bonus: in the nearest town or the like. This situation lasts for 1 day for every Brightening result over 17, triple if it is actually around the Bombastic Casting (+1): cast the spell loudly at enemies, who time of Imbolc. In addition, for each day she is undergoing this Test, then automatically target the caster afterwards, if possible. Norse the cleric gains 1% additional experience points, but there is also a spellcasters gain a +2 bonus with this boon. 10% chance that she is set on fire (and slain), as well as a 10% chance that she acquires a that is actually magical at the end Correct Ritual (+1 or +3): take 1d6 extra turns or hours to cast a spell. Roman spellcasters actually gain a +2 or +4 instead. of the process (per Referee). Dark Sacrifice (+1, +2, or +3): take (or give) 1d6, 3d6, or 6d6 damage to oneself or an intelligent being. Note that Evil cultists gain +2, +3, or +4 when doing so.

Ley Lines (+1): stand on a natural vein of power. Celtic spellcasters gain a +2 in this case.

Offering (+1 or +3): give special objects, materials, and/or animals to the divinity- the more fitting the offering, the greater the bonus. Greek spellcasters gain a +2 or +4 instead. Sample file Sympathetic Magic (+2 or +4): hold a prized possession, body part, or the like to work magic at a distance and/or cause harm.

2 Fey Realm Encounters One never knows when one might slip into one of these amazing Otherworlds, rumored to even be home to members of the Tuatha de Danaan, such as Brigid. Travelers may come via rabbit holes, storms, mirrors, or even closets when they least expect it. Amazing in character, many laws of reason are suspended in such places, allowing travelers to encounter such wonders as talking animals, animate objects, incredible magical effects, as well as distortions in space, time, and matter.

Once in a Fey Realm, the greatest danger is becoming delayed from returning, whether for a few hours or an eternity. Apart from the amazing experience of traveling to such a place, the beings there can be quite helpful in offering guidance, though many are also deceptive, and any objects that could be secreted back would be quite extraordinary in the normal world (i.e. magical).

Escape might be challenging though, especially if travelers don’t realize that they have entered a Fey Realm in the first place. Not keeping track of one’s steps or otherwise partaking of the realm, fairy food, or the fairies themselves may complicate matters, even when an exit is found.

d20 Encounter Encounter Encounter

Object from the real world that is Area’s magical laws are different A random item from one of the (roll 1d4): [1] strange, [2] ironically (roll 1d3): [1] no spells work, travelers is lost: 25% chance of it 1 placed, [3] dangerous (can cause 8 [2] spells boosted by x1d20, 15 being replaced with something 1d20 damage), [4] becoming [3] random spell is automatically useful, replaced with something animate and/or sentient cast by itself every 1d6 rounds useless, or finding it again)

Fey Being that watches visitors 1d6 Fey Beings are playing a Time is lost upon returning. 1d100 and is (roll 1d6): [1] mysterious, game: 25% chance of being (then roll 1d20): [1-7] hours, 2 9 16 [2] creepy, [3] irritating, [4] bizarre, dangerous, 50% chance of [8-13] days, [14-17] weeks, [5] interesting, [6] humorous forcing visitors to play! [18-19] months, [20] years

Fey Being goes by: 75% chance of Talking, immobile (roll 1d4): 4d6 Fey Beings are having a being late; 50% chance of [1] plants, [2] objects, [3] buildings, trial: 50% chance of it involving 3 mistaking visitor for someone else 10 17 [4] other (66% chance of being the visitors; 50% chance of the (roll 1d3): [1] a distant relation, annoying; 33% chance of being accused being found guilty! [2] their maid, [3] other dangerous)

Unusual Road (roll 1d4): Fey Being that is offended by what Enthralling area: 4 11 [1] yellow brick, [2] candy, 18 a visitor says or is wearing save vs. spell to be able to leave [3] singing, [4] other

Item that is actually a magic (roll Unusual Building that is made of 1d6): [1] dust, [2] potion, [3] food, Per Referee 5 12 (roll 1d5): [1] sweets, [2] gold, 19 [4] garment, [5] weapon, or random fairy tale [3] sticks, [4] straw, [5] other [6] piece of jewelry

Roll on other table (1d6): Exit: Base 75% chance of being Village of 1d20 Fey Beings [1] Forest1, [2] Foul Fey Tricks1, able to be used for easy escape, 6 (75% chance of being silly; 13 [3] Meadow1, [4] Vagabond1, reduced by 5% for each interaction 25% chance of being edible) [5] Hills, [6] Other (1: Vol. I) a traveler has had (min. of 5%).

20 Otherwise, it is (roll 1d5): All can __ in area (roll 1d6): [1] fly, Fey Being that bestows advice [1] guarded, [2] locked, [3] requires [2] grow x1d6, [3] shrink x1/d6, (33% chance of being useful; a special act to access, [4] is alive 7 14 [4] suffer no injury, [5] never age, 90% chance it’s in an altered and must be bargained with, or [6] create whatever they wish state of consciousness) [5] other.

Fey Being Generator

Fey Being is a… Who is especially… That can… d7 (roll once) (roll twice) (roll once, twice, or thrice- treat as spells, usable at will)

1 Talking Animal Vibrant Cause Confusion Blink or Teleport

2 Talking Animate Puppet or Object Strange Fascinate others Turn Invisible

3 Tiny Humanoid Inquisitive Put others to Sleep Create Illusions

4 Small Humanoid Happy Conjure Objects Be made of an Element Sample5 Small Half-animal Humanoid Insane Grant Knowledge file Change Size 6 Medium Humanoid Strict Fly Polymorph (limited forms)

7 Winged (roll 1d4+2 again for type) Beautiful Charm Person Referee’s Choice

3