0% found this document useful (0 votes)
128 views40 pages

Lesser Key TTRPG

Lesser Key TTRPG

Uploaded by

sean.comer1
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
0% found this document useful (0 votes)
128 views40 pages

Lesser Key TTRPG

Lesser Key TTRPG

Uploaded by

sean.comer1
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
You are on page 1/ 40

Stroud • Pozenel

Table of contents
I nt ro d u c tion . .. .. .. ... . ... . ... . ... . ... . ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 C hapter f i ve :
a c l eri c ’ s m i ssi on . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ....... ..... ..... ... .. 25
c hapter on e: The C el estial Leg ion . .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
C o n v e r si o n C he c k s . .. .. . .. .. . .. .. .. .. .. .. ... .... .... .... .. 25
Us in g Her al ds ... ..... ............. .. .. .. .. .. .. .. .. .. .. .. .. .. 5
Of f i c ia t e . .. .. . .. .. . .. .. .. .. .. .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. . 2 5
Cr ea ti n g Her al ds ... ..... .............. .. .. .. .. .. .. .. .. .. .. . 5
Or a t i o n . .. .. . .. .. . .. .. .. .. .. .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. 25
Elabor a tion on A ppe ar a nc e ... .... . .. . .. .. .. .. .. .. .. .. . 7
H e a l in g . .. .. . .. .. . .. .. .. .. .. .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. .. 25
T abl e 1- 2 F e at ur es . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Mi r a c l e s . .. .. . .. .. . .. .. .. .. .. .. .. .. .. .. .. .. .. .. ... .. .. .. .. .. .. . 2 5
T abl e 1- 3 A nim al s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
E x o r c i sm . .. .. . .. .. . .. .. .. .. .. .. .. .. .. .. .. .. .. . .... .. .. .. .. .. .. 26
Col or s an d P at ter n s ... ..... .......... . .. .. .. .. .. .. .. .. .. .. 9
T a bl e 5 - 3 E x or c i s m . . . . . . . . . . . . . . . . . . . . .................. 2 6
Oth er We ir d Si g ns of Di vi ni t y .. .. .. . .. . .. .. .. .. .. .. .. 10
T a bl e 5 - 4 E x or c i s m F um bl e s . . . . . . . .................. 2 6
L ev e l o f Her a l d an d Hi er ar c hy of t h e H o s t . .. .. . . 12
T a bl e 5 - 5 H e c kle r s . . . . . . . . . . . . . . . . . . . . .................. 2 7
c hapter two : boon s . .. .. .. .. .. .. .. .. .. .. .. .. ... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 3
C ha pt e r S I X:
Chapter Th ree:
Mai n tai n i n g t h e Mi n i st ry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .... ....... ......... .. 28
Observan c e of R el ig i ons . .. .. .. .. .. .. .. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 4
S i z e o f t h e F lo c k . .. .. . .. .. . .. .. .. .. .. .. .. ... .... .... .... ... 28
Tr ap pi ng s o f O ff ic e ... ..... ......... .. .. .. .. .. .. .. .. .. .. .. 14
T a bl e 6 - 1 C l e r i c a l I n f l ue n c e & W o rks ............. 2 8
M ak in g a Hol y Sy m b o l ... ..... ..... . .. .. .. .. .. .. .. .. .. .. . 15
D i sc i pl e s . .. .. . .. .. . .. .. .. .. .. .. .. .. .. .. .. .. .. ... ... .. .. .. .. .. . 28
T abl e 3- 1 H ol y Sy mb ols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5
Ab s e n c e. .. .. . .. .. . .. .. .. .. .. .. .. .. .. .. .. .. .. .. . ... .. .. .. .. .. .. . 28
T abl e 3- 3 H ol y V e s t me nts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 5
S h r in es a n d C h ur c h es . .. .. . .. .. . .. .. .. .. . .... .... .... .... 29
Holy Sy mb ol M at er i al ... ..... ...... . .. .. .. .. .. .. .. .. .. .. . 15
T a bl e 6 - 4 S h r i n e s & C h ur c he s . . . . . .................. 2 9
Acce s s or i es & O r na me nt s ... ..... .. . .. .. .. .. .. .. .. .. .. .. 15
C o n s ec r a t io n o f L o c a t i o n s . .. .. . .. .. . .. ... .... .... .... .. 29
Wo rs hi p ... ..... .............. .. .. .. .. .. .. .. .. .. .. . . . . . . . . . . . . . 1 6
T a bl e 6 - 5 H ol y I te m s . . . . . . . . . . . . . . . . . .................. 2 9
T abl e 3- 5 Wo rs hi p P ract ic es . . . . . . . . . . . . . . . . . . . . . . . . . 1 6
H o l y Qu es ts . .. .. . .. .. . .. .. .. .. .. .. .. .. .. .. .. . .... .... .. .. .. .. 30
T abl e 3- 6 Wo rs hi p A ccom p anim e n t . . . . . . . . . . . . . . . . 1 6
Ap p en d ix . .. .. . .. .. . .. .. .. .. .. .. .. .. .. .. .. .. .. ... ... .. .. .. .. .. . 31
T abl e 3- 7 Sa crif ice . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . 1 6
T abl e 3- 8 Sa cre d Te xt s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 6
Holy Da ys , Ce l eb r ati o ns , an d F es t i v a ls . .. .. . .. .. . . 18 Credits
T abl e 3- 9 H ol y Ev e nt . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . 1 8 Writing: Donn Stroud and James A Pozenel, Jr.
T abl e 3- 1 0 H ol y A ct iv it ies . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 8 Art: Wayne Snyder, Dan Domme, Jayna Pavlin, Craig Brasco, Adam B
Forman, Sam Stroud, Stefan Poag, Sean McCoy, and Albrecht Durer
T abl e 3- 1 1 H ol y Ev e nt L ocat io n . . . . . . . . . . . . . . . . . . . . 1 8
Editing: Jarrett Crader, James A Pozenel, Jr, and Rachel Sprovtsoff
T abl e 3- 1 2 Obs e rv ance Se as on . . . . . . . . . . . . . . . . . . . . . . 1 9 Stroud
Chapter fou r : Layout: Sean McCoy
Rel ic s, R eli q u ar i es an d S ai n ts . .. .. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Copyright © 2019 Psychoda Press, First Printing.
R eli c s ... .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . . . . . . . . . . . . . . . . . . . . . . . . . . 21 http://www.psychodapress.com

R eli q uar i es ... ..... ............. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 2 2 This product is based on the Dungeon Crawl Classics Role Playing Game,
published by Goodman Games. This product is published under license.
Unu s ual R el ic s ... ..... ............. .. .. .. .. .. .. .. .. .. .. . .. .. 2 2 Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Sa in ts i n R epo se ... ..... ............. .. .. .. .. .. .. .. .. .. .. . . 23 Games. All rights reserved. For additional information, visit
www.goodman-games.com or contact info@goodman-games.com.

1
2
FORWARD thank you

’ve known Donn Stroud for a few years now and This book is dedicated to my father. He would not have
I owe him every bit of praise I can muster. First approved of the content, but he was instrumental in having the

I of all the man is a beast, standing at some crazy


height, like 6’2” or 6’4”. He makes me feel like a tiny
homunculus. Second, he’s sexy and smells like cotton candy!
Old Testament blasted into a young mind making it hungry for
the fantastic and fascinated by mythology. I miss you so very
much, Dad.
Third, he has been a presence in the Dungeon Crawl Classics and
other RPG communities with the Drink Spin Run Podcast, his Rachel, my rock, refuge, and muse.
own writing, and engaging in discussions, etc. for years. Fourth-
he likes beer! Good beer! Fifth- Donn has been supportive of My players and testers: Mark Donkers, David Serra, Adam
my projects and work for years (thanks for all the Hubris plugs, Forman, James Pozenel, Jonathan Ball, Shawn Gates, Brian Sak,
dude!) and we have developed a great friendship, I feel- he may Paul Linkowski, Eric Foldenhaur, Jeremiah Lee, Keith Finke, Alan
say differently and tell me to fuck off, but whatever. Gerding, Chelsea Zamecnik, and Justin Erdman.

Anyways I digress- Let’s talk about the subject at hand. You Helpful people along the way: Mike Evans, Wayne Snyder, Adam
know, the one you are reading right now, The Lesser Key to Muszkiewicz, Stephen Newton, Tim Callahan, Thor Hansen,
the Celestial Legion, and how awesome it is. Let me put this Chance Phillips, Ben Kanelos, James MacGeorge, Jason Hobbs,
plainly: I’m not a huge fan of the divine in games; I like my shit and probably more.
more Sword and Sorcery and metal than standard medieval-fare.
Deities in most settings are boring, bland or too full of fluff for Thanks James Pozenel, Sean McCoy, and Jarrett Crader for
me (or the players) to care about. When I do have deities in my helping beat this ugly piece of text and rampant tables into a
games, I want them primordial, savage, and petty. I don’t want book.
players to frolic in the flowers and praying for healing… I want
them terrified. I want them to ponder what talking to a deity
(and potentially asking for a favor) is going to cost. And what Donn Stroud
horrible events will befall them should they fail.
Publisher, Psychoda Press
I’m happy to say this book gives you the tools to do that. Table
after glorious table to roll and build a whole religion that is both
primal and very heavy metal. It even includes a whole section
on generating a Herald of the deity- how fucking cool is that?!
Donn has done the heavy-lifting for you and written a book
that, with a few rolls, creates a religion for your game that is
interesting, unique, and, as religions should be, fucked up.

This is a book I will be happy to have near me when I need to


generate some crazy religions or deities on the fly and hopefully
you will be too.

“Keep rollin’”

Mike Evans

Publisher, DIY RPG Productions

3
Introduction

ave you ever wanted to add weird religious elements


to your game? Have you wanted to add strange

H heralds of the gods who appear dramatically to


guide and boss your PCs around? Have you wished
for more gods than presented in other books, wanted to create
your own, or just add a little flourish to the gods you already
know? This book can help with all this and more.

Creating Heralds

The very heralds of the gods can be generated using Chapter


One. Roll on these tables to determine their appearance from
size and substance, animal horns, wings, and other appendages,
to the weird warping of reality as these beings come to the
mortal realms. There is also a table of boons that can be granted
to a cleric searching the divine for assistance.

Adding Religious Elements and Fleshing out a


Religion

In Observance of Religions a multitude of tables are waiting for


you and your players to roll on and ascertain all manner of
minutiae followers of a religion might need to know: when are
the holy days, why are there holy days, where do we celebrate,
what vestments does a proper priest or priestess wear, and even
what materials to use to scribe the holy writings of your god.
Need a holy symbol or which objects one can sacrifice for the
glory of their god? There’s a table for that.

Cleric’s Duties

Chapter Five offers guidelines for clerics who want to do more


than just swing a mace and cast some spells. There are rules for
converting and building a congregation, preaching, exorcisms,
hecklers for a bumbling young priest to overcome and more.
Wondering about disciples, shrines, or churches? Wonder no
more.

Creating or Embellishing Gods and Goddesses

If you’re looking for complete goddess and god creation for your
campaign world these tables can be used for that. The tables
used for creating heralds merely reflect the glory of the one they
serve. Throw in some other weird signs of divinity. Sacred
number? Roll on the Shapes column of Holy Symbols. Sacred
animal? Use the animal chart. Just find a table and start rolling.
You should be able to answer any questions you might have. The
Appendices are filled with other tables to help with goddess and
god creation.

4
chapter one: The Celestial Legion

The Truth of the Believer

any people believe a cleric chooses the god


they worship. The truth is quite the opposite.

M Whatever purity of belief or ardent soul a


person possesses shines like a beacon through
the darkness of time and space and attracts any manner
of god-thing. Whether it’s a bright light or dark glow
only matters to the being who observes this hallowed or
unhallowed vessel. Like moths drawn to a candle flame
these gods, demons, and spirits flutter and flit about this
person until they’ve attracted his or her attention. These
outer-worldly creatures guide, divulge secrets, and share
their power for one purpose: so this new devotee can
attract more followers. These Powers need disciples to
spread belief in them. Belief gives them strength. Belief
gives them physical form. Belief sculpts them as much as
they sculpt their believers.

The Truth of the Gods

These entities are multitudinous in form and origin.


They are alien, they are transcended mortals, they are
spirits, they are shards of energy, they are anima. Their
stratagems and maneuverings are more convoluted and
expansive than mortal mind can comprehend. However,
they need the mortals and common creatures of all the
many dimensions and realms to manifest their plans and
fuel their ascent.

Some of these powers are embryonic and have just


enough power to attract their first follower. Others have
been annihilated, their essence disseminated, and they’re
attempting to resurrect themselves and clamber back into
the spheres. Even gods who have numberless followers,
temples, and prophets still yearn for more believers.

The Truth of Heralds, Mouths, and Messengers

Even with the seemingly boundless powers some of these


god-things exhibit, adhering to certain dictates is
compulsory. Physical contact with many of the worlds is
prohibited. These beings reach a point in their ascension
when they are constructed out of pure godstuff and
any mingling of mortal actuality and their transcendent
substances would have unimaginable consequences.
It would rip mortals apart spiritually, mentally, and
physically. It would unravel reality. Many gods overcome
these limitations by sending heralds to speak with their
disciples.

A deity’s intermediaries are sent in many forms and with


powers to guide, send aid, or even exact revenge upon
an errant priest. Some of the smaller gods have a mere
handful of these intermediaries, while others possess a
vast host of heralds.

4 5
Using Heralds Heralds can be rewards if a cleric has done something
meaningful in the eyes of their god. Use them to give clues
eralds can function as guardian angels for clerics or or provide adventure hooks. Perhaps they answer the cleric’s
demi-patrons for wizards. The enterprising Judge requests for Divine Aid, appearing from nowhere to mete out the

H could make Divine Aid tables for each herald or


provide Invoke Patron spell check results to either
clerics or divinely inspired wizards. Both volumes of Angels,
god’s response. They can be companions and spirit guides to the
your players’ clerics. They provide a way for the Judge to interact
with a cleric yet maintain a level of aloofness by the gods.
Daemons and Beings Between have several patrons with religious
angles to them (e.g. - Lavarial, Trisdeus, Lumgolit, etc.). Their Creating Heralds
Invoke Patron results could be leveraged as the Judge sees fit to
flavor the cleric’s relationship with their guardian angel and god. To create a herald roll 2d20 to get the Shape, 2d20 for Size,
2d20 for Bulk. A herald can either be formed out of divine flesh
or roll 1d20 on the Substance column.

TA BL E 1 - 1 A P P E A R A N C E
2d20 Shape Size Bulk 1d20 Substance

2. Puddle/Pool 6 inches Impossibly Thin Leafy Plants/Flowers/


1.
3. Cloud 1 foot Fruit
4. Roots/Branches/
2.
5. Pillar/Column Vines/Bark
6.
3. Hairs/Feathers/Fur
7.
8. Tree/Hydra 4 feet Slender
4. Veins/Nerves/Organs
9.
10.
5. Dirt/Mud
11. Animal
12. Roll on Table 1-3: Animals
Solid stone/pebbles/
6.
13. rocks
14.
7. Slime
15. Animal with Humanoid Head 6 feet Normal Aspect
16. Roll on Table 1-3: Animals
8. Metal
17. Humanoid with Animal Head
18. Roll on Table 1-3: Animals
9. Liquid Metal
19.
20.
10. Smoke
21. Roughly Humanoid
22.
11. Mycelium/Mushrooms
23.
24.
12. Fire
25.
26.
13. Air
27.
28-29. Sphere 12 feet
14. Bones
30-32. Cube
33. Rings/Wheels 30 feet Thick
15. Flayed flesh
34.
35. Polyhedral
16. Decayed flesh
36. Shifting Form 60 feet
37. Roll again d4 times 17. Water
38. Just mouth(s) 200 feet Immensely Fat 18. Light/Darkness
39. Just head(s) 19. Dung
40. Just eye(s) 500 feet 20. Vermin

6
Elaboration on Appearance

At the minimum roll 1d10 for Eyes, 1d10 for Extra Features*,
and 1d10 for Appendages. If there are wings or horns roll 1d10
for the appropriate column. If desired, roll several times for
Extra Features, and on Wings and Horns.

TA BL E 1 - 2 F E AT UR E S
1d10 Eyes Extra Features* Appendages Wings Horns

Radiant light. Wings (2d5), roll


1. Roll on Table 1-4: on Wings column of Short Dragonfly Goat or sheep
Colors this table
Flames. Roll on Flames. Roll on Flames. Roll on Flames. Roll on
2. Eyes (1d20)
Table 1-4: Colors Table 1-4: Colors Table 1-4: Colors Table 1-4: Colors
3. Stars/nebula Arms/hands (2d6) Very Long Metallic and sharp Antelope
Eyes of animal.
Tattooed or scarred Rune covered
4. Roll on Table 1-3: Legs/feet (2d6) Bull or bison
with runes scrolls
Animals
Empty pits of Membranous like Metal spines/
5. Faces/heads (1d6) Mechanical/robotic
darkness a bat spikes/blades
6. Blood Mouths (1d10) Spiked/blade limbs Feathered Elk/deer
Horns/antlers
Roll on Table 1-3:
7. Metallic (2d6), roll on Whirling blades Moose
Animals
Horns column
Roll on the
Substance column
8. Shining runes Tentacles (1d12) Finned Elephantine tusks
in Table 1-1:
Appearance
Roll on Table 1-3:
Butterfly. Roll 1d4
Multiple pupils Animals for each
9. Tails (1d6) times on Table 1-4: Rhinoceros
(roll 1d4 times) head and pair of
Colors
limbs
10. No pupils Roll 1d4 times Roll 1d4 times Roll 1d3 times Roll 1d4 times
* Roll on Animals for any result in Extra Features you wish.

7
TA BL E 1 - 3 A N I MA L S
1d5 1. 2. 3. 4. 5.
1d10 Arthropods Reptiles/Fish Mammal Bird/Bat Invertebrates

1. Centipede Snake Deer/Elk/Moose Raptor Octopus/Squid


2. Spider Turtle/Tortoise Dog/Wolf Vulture Worm
3. Fly Lizard Feline Crow/Raven Leech
4. Wasp/Bee Crocodilians Bear Heron/Stork Jellyfish
5. Beetle Frog/Toad Cow/Bison/Horse Chicken/Turkey Starfish
6. Butterfly Salamander Rodent/Skunk/Weasel Peacock Slug/Snail
7. Mantis Caecilian Primate/Ape Emu/Ostrich Sea Anemone
8. Scorpion Shark Elephant/Rhino Gull/Penguin Sponge
9. Crab/Shrimp Fish Goat/Antelope Bat Spiny Urchin
10. Mantis Skate/Ray Whale/Manatee Owl Nudibranch
Colors and Patterns

This table is referenced by other tables to obtain color. If a


random color is needed roll 1d12. Patterns should only be
applied to clothing or objects that can be painted or dyed.

TA BL E 1 -4 C O L O R S & PAT T E R N S
1d12 Colors Patterns

1. Black Spirals
2. Red Vertical Stripes
3. Blue Horizontal Stripes
4. Green Diagonal Stripes
5. Yellow Runes
6. Orange Geometric Shapes
7. Purple Plain/Checkered
8. White Blotches/Smears
9. Jale Gyronny
10. Ulfire Quartered
11. Dolm Arabesque/Foliate Ornamentation/
Knotwork
12. Pink or Particolored/Motley
Brown

Example Herald

Korpuz appears to mortals as a sphinx


(human head with a lion body) comprised
of dried dung. It stands 4’ high at the
shoulder with its great rotund bulk brushing
the floor. From its head two great antelope
horns protrude and its eyes are stark white
with no pupil.

From its chest four arms of smoke writhe.


As the arms move, a din of battle emanates
from the smoky tendrils. Those encircled
by its smoky arms must make a DC 16 Will
save or be mentally trapped in a battlefield
realm where the skies are choked with foul
smelling smoke and the cries of the dying
fill the air. The ground is wet with blood
and littered with arms and the broken,
twisted bodies of the dead.

As it moves Korpuz’s outer skin cracks,


ejecting super-heated dung in splatterings
that extend out up to 20’ radius. There is
a 20% chance of the molten excrement
striking anyone within the area of effect. If
someone is struck, they must make a DC 17
Fort save or suffer a major corruption.
Other Weird Signs of Divinity

Heralds hail from places outside the cleric’s universe. They appear in the strangest of ways, affecting the surroundings and warping
the mind, body and soul of even the most devout. Roll 1d30 four times to discover the effects of contact with these Heralds.

TA BL E 1 - 5 O T H E R S I G N S O F D I V I N I T Y
1d30 Incarnation Presence
1. Herald grows from a small bud on a sprout and blossoms into shape Earth groans when Herald walks on it.
and size.
2. Herald starts as a worm and expands into shape and size. Flowers grow in the footsteps of Herald.

3. Blood wells up from the ground, grows into a pillar and fills out to Any water within 300’ moves toward Herald.
form Herald.
4. A comet plunges to the earth, explodes into pieces and then they join Liquids boil when within 90’ of Herald but people feel nothing.
up to form Herald.
5. A crack appears, splits open and Herald crawls from it. Liquids float when within 60’ of Herald.

6. Herald starts as a spore, sprouts mycelium, blooms as a mushroom, Dead animals/meat return to life when near Herald.
and expands into full shape and size.
7. Large drop of water forms and expands then pops leaving Herald in Miniature tornadoes form underneath Herald.
its place.
8. Smoky tendrils rush in from multiple points and combine to form Liquids freeze when within 90’ of Herald but people feel no change
Herald. in temperature.
9. Heart and vessels, nerves, skeleton, muscles, and then skin grow to Liquids turn into mead/wine/ale when near Herald.
form Herald.
10. Herald pulls itself from the body of the cleric who summoned it. Mortals witnessing the Herald, except the cleric, become sycophantic
bootlickers until the Herald withdraws.
11. Cleric vomits the Herald. Mortals succumb to avarice and fight over treasures when Herald
leaves.
12. Herald coalesces out of thin air. Birds and insects frozen in air as if time were frozen around Herald.

13. Herald emerges from a pillar of flames or a fire. Mortals bleed from orifices and lose 1d6 hp when within 30’ of
Herald.
14. Herald rises from the ground. Worms, insects, and arachnids flee the soil underneath Herald.

15. Herald arrives in a flash of light (roll on Table 1-4: Colors). Viscera drips off the hands of any mortal who has killed another
mortal and is in the eyesight of Herald.
16. Herald coalesces out of insect cloud. Fear caused when Herald speaks.

17. A door of pure light (roll on Table 1-4: Colors) appears and opens Mortals dance when Herald speaks.
and Herald steps out.
18. The air shudders for a moment and the Herald blinks into existence. Mortals other than cleric fall asleep when Herald speaks.

19. Herald appears suddenly amidst a clap of thunder which knocks all Mortals cannot speak for 1d3 hours after Herald speaks.
but the cleric down.
20. A mote of colored light (roll on Table 1-4: Colors) descends from Mortals are drained of 1d12 hp when Herald speaks. 1d6 hp come
the heavens enlarging itself until an image of the Herald can be back after a 10 minute rest. This loss will not cause death.
seen within.
21. The Herald walks out from behind a tree, wall or other large object. Mortals succumb to gluttony and eat 1d8 rations
when Herald leaves.
22. A ball of coruscating, sparking lightning appears and explodes into Mortals forced to kneel when Herald speaks.
the Herald.
23. A small dust storm arises and deposits sand that takes on shape of Mortals weep when Herald speaks.
the Herald from their feet up to the top of their head.
24. The sky darkens unnaturally. At the point where the Herald appears, Mortals other than cleric go deaf for 1d6 hours when Herald speaks.
a 200’ diameter sphere of night emanates until it withdraws.
25. Herald soars down from on high with wings (Roll on the Wings Mortals succumb to lust and find it hard to stop from acting on
column of Table 1-2: Features if it didn’t have them before). desires when hearing Herald speak.
26. Arms, head, body, and legs fly in from the cardinal directions and Magic items rendered useless for 1d4 hours after Herald leaves.
assemble.
27. Pouring rain fills in the shape of Herald. Spells lost for 1d4 hours after Herald speaks.

28. Herald floats gently to the ground like a leaf. Minor Corruption.

29. A giant egg drops to the ground, cracks, and Herald unfurls from Major Corruption.
fetal position.
30. A holy book appears on the ground and the pages rip out, circle Greater Corruption.
around, and Herald emerges from the tornado of paper and ink.
10
TA BL E 1 - 5 O T H E R S I G N S O F D I V I N I T Y
1d30 Beholding Impression
1. Limbs are tucked tightly against body and unfold in slow and Herald speaks 1d4: (1) in your head; (2) through the nearest
complicated increments. animal; (3) all around you; (4) in multiple languages at once.
2. Body is bent and twisted impossibly. Mortals see colors when Herald speaks.
3. Shadow moves when Herald doesn’t. Smell of salt water comes off Herald.
4. Head/Limbs aren’t attached but float in place and move as if they A charnel odor oozes from Herald.
were attached.
5. Head(s) has a crown(s) (roll on the Substance column in Table 1-1: A sulfurous odor wafts from Herald.
Appearance).
6. Head(s) has a halo (roll on Table 1-4: Colors and/or the Substance Sultry scent of exotic spices blows off Herald.
column in Table 1-1: Appearance).
7. Body is orbited by floating pieces of Substance (roll on the Substance Crash of waves is heard when Herald speaks.
column in Table 1-1: Appearance).
8. 1d6 sacred runes float above Herald. The crackling of a low fire is heard when Herald speaks.
9. Herald floats and never touches the ground. The roar of a blazing fire heard around Herald.
10. Shadow is wrong shape and wrong size. Soft chimes heard around Herald.
11. Ruined cyclopean city appears in a cloud behind Herald. Laughing children heard around Herald.
12. Black hole or nebula hangs behind Herald. Clashing of battles heard around Herald.
13. 4d4 stars make up a constellation behind Herald. Swish of leaves in wind heard around Herald.
14. Herald wavers between actual form and looking like the PCs. Sound of pages being turned when Herald speaks.
15. Herald’s limbs appear to evaporate into wisps and then reform with Music of the spheres heard around Herald.
every breath.
16. Herald ages during the visit with PC and crumbles into dust when The fresh smell of rain comes from Herald.
done conversing.
17. A luminous aureola surrounds the Herald (roll on Table 1-4: Colors). Smell of flowers is present when Herald appears.
18. A galaxy spins behind Herald. Metallic odor of blood oozes from Herald.
19. Herald fluctuates in size from a rabbit to a giant. Screams heard in background when Herald moves.
20. Herald slowly turns into a solid statue during conversation with PC The hair of all who view the Herald stands on end.
and remains in that place until worn away by time and the elements.
21. Smokes coils and rolls off Herald. Cracking and groaning of glaciers heard when Herald moves.
22. Body distends and shifts as if something is moving around inside it. Booms and explosions heard around Herald.
23. The herald slowly melts into a puddle while present. Dripping of a wet cave heard when Herald speaks.
24. Herald stands on two winged animals (roll on Size and Bulk columns Gurgle of a brook heard when Herald speaks.
in Table 1-1: Appearance, Table 1-3: Animals & Wings column in Table
1-2: Details).
25. Light (roll on Table 1-4: Colors) comes out of cracks in surface of Flapping of wings heard when Herald speaks.
Herald.
26. Molten metal/rock drips off Herald. Many voices chanting/singing heard around Herald.
27. Herald impossibly elongates and then slowly returns to normal Feelings of intense vertigo washes over those mortals viewing
shape. the Herald.
28. A colored mandala appears behind the Herald; its patterns constantly The taste of sour bile invades the throats of all viewing the
shift. Herald.
29. Limbs bud from body, grow, wither, fall off, and grow anew. Roars/howls of animals heard when Herald moves.
30. Herald is wreathed in flames (roll on Table 1-4: Colors). A tingling sensation envelops the bodies of all who are in the
Herald’s presence.

11
Level of Herald and Hierarchy of the Host

Judge may decide the herald’s level based upon the


origin and power of the god worshiped by the cleric.

A If the god is at the height of its power it will have a


large chorus of heralds with the full gamut of levels
to do its bidding. If it’s a fledgling god it may only be represented
by a small hierarchy of lower level heralds. If randomness is
desired roll percentile dice to determine the Herald’s level.

A herald has a basic stat line but differs from usual monsters or
NPCs by rolling a level die referred to as “n” in the stat line. Roll
the Die Type of the herald’s corresponding Level.

Each particular herald should have a fixed level every time it is


encountered, but if the Judge chooses, the “n” variable can be
rerolled each time the herald appears. Spell lists and immunities
could also be fixed, fluid or random each time the herald
manifests.

TA BL E 1 -6 L E V E L O F H E R A L D
d100 Level Die Type
01-30. 1st 1d3
31-54. 2nd 1d4
55-74. 3rd 2d3
75-85. 4th 2d4
86-94. 5th 3d3
95-00. 6th 3d4
Init +n; Atk +n melee (1d4+n); AC 12+n; HD n
+1d10; MV 60’ (Flying if winged); Act 2d20; SP n
Cleric spells, n Wizard spells, n immunities to energy
types or weapon types (non-magical, blunt, edged, etc.)
or magical effects (charm, paralysis, etc.); SV Fort +n,
Ref +n, Will +n.

12
chapter two: boons

f the herald has appeared of its own volition or at


the command of a god or goddess, and at the Judge’s

I discretion, clerics may request a boon directly from


a herald. Roll a d20 and add the cleric’s Personality
modifier to the result. If the result is a 15 or higher the boon
will be granted. The herald will mostly likely request the cleric
perform a holy quest (see Table 6-6: Holy Quest or the expanded
quest generator in the appendices) for the granting of the boon.

A cleric may also request a boon with the Divine Aid class feature
per the DCC RPG rulebook. The boon request should be a DC 18
check. If successful the cleric may receive a boon from
Table 2-1: Boons Granted, request aid in combat from the herald,
receive knowledge, or even transportation.

TA BL E 2 - 1 BO O N S G R A N T E D
1d12 Patterns

1. Herald grants +1d3 on attack and damage for 1d24


hours against, roll 1d6: (1) opposed alignment (lawful
or chaotic); (2) unholy creatures; (3) adherents and/or
creatures of a rival god; (4-6) creature or creature type
of the Judge's choosing.
2. Herald grants +1d3 caster levels for 1d12 hours.
3. Herald grants +1d6 bonus on Will saving throws for
1d12 hours.
4. Herald grants 1d4 Luck to be used within 1d12 hours.
5. Herald grants 1d6 Luck to be used within 24 hours.
6. Herald grants 1d4 bonus to turn unholy checks for 1d24
hours.
7. Herald grants 1d4 bonus to lay on hands or any cure
spell.
8. Herald grants invisibility vs unholy creatures for 1d8
hours.
9. Herald grants a protective ward that halves all damage
from non-magical weapons for 2d10 turns.
10. Herald grants a protective ward that causes all spells
cast directly at the cleric to suffer a -2 penalty to their
spell checks for 2d10 turns.
11. Herald causes wings to grow from cleric (roll on the
Wings column in Table 1-2: Details), the cleric gains
flight movement speed of 30’ for 1d12 hours.
12. Herald grants a boon created by the Judge.

13
Chapter Three:
Observance of Religions

Trappings of Office

eligious symbols and clothing are common to organized religions. A religion’s holy symbol is an iconic
representation intended to represent a specific deity or a specific concept within a given religion. Specifically

R designed vestments are worn in accordance with religious practice, tradition or significance to a group of
worshipers. Vestments usually include other accessories like sashes, belts or head coverings.

Religions can use color to set them apart from the general public as well as to express level of authority inside the
religion’s social or political structure. For each deity a primary color should be chosen or rolled. Use Table 1-4: Colors
to randomly determine a religion’s primary color. If desired roll to establish secondary and tertiary colors. When
determining holy symbols and vestments use the deity’s color scheme to complete the creation of their religious
trappings.

14
Making a Holy Symbol Holy Symbol Material

To determine the appearance of a holy symbol roll 1d20 for The material used to craft a holy symbol is designated by the
the shape of the base. This number can also represent a deity’s religion’s dictates and should be rolled on Table 3-2: Holy
sacred number. Roll as desired for Objects and Symbols. The Symbol Material. A holy symbol must be blessed after it is made.
results can be used to both fill in the holy symbol, denote what
is holy to the deity, and can even be assumed to represent
domains the deity presides over.
TA BL E 3 - 2
H O LY S Y M B O L M A T E R I A L
TA BL E 3 - 1 1d14 Material
H O LY S Y M B O L S 1. Plant(s)
1d20 Base Objects Symbols 2. Copper

1. Circle Shovel Sun 3. Silver

2. Square Sword Moon 4. Gold

3. Ring Club Alignment 5. Wood

4. Star, Spear Animal. 6. Clay


3d4 points Roll on Table 1-3: Animals
7. Stone
5. Triangle Knife Mountain
8. Semi-precious stone
6. Rectangle Wheel Lake
9. Iron
7. Cross Brick River
10. Bronze
8. Pentagon Mace Gravestone/Tomb
11. Ivory/bone
9. Hexagon Flail Image of the God
12. Glass/crystal
10. Septagon Scythe Valley
13. Animal skin/teeth/husks/shells.
11. Octagon Axe Mountain Roll on Table 1-3: Animals
12. Nonagon Fruit Vines 14. Painted, apply deity’s color scheme,
or roll on Table 1-4: Colors
13. Decagon Vegetables Trees

14. Shield Grain Plants


Accessories & Ornaments
15. Irregular Hearth Stone
Blob No matter which accessories and ornamentation is called for,
16. Crescent Hammer Flame most will be painted with prayers, holy symbols, and sacred
writings.
17. Diamond Arrows Constellation

18. Oval Bellows Waterfall TA BL E 3 - 4


19. Trapezoid Scroll Wind A CCE S S O R IE S & O R NA ME NT S
20. Roll twice Book Lightning 1d16 Accessories
1. Veil/Mask

TA BL E 3 - 3 2. Hat

H O LY V E S T M E N T S 3. Hood

1d12 Vestment 4. Ribbons

1. Naked 5. Sash/Belt

2. Topless 6. Cloak/Cape

3. Fancy robe 7. Ornamental blade

4. Hairshirt 8. Rod

5. Furs 9. Necklace/amulet

6. Leather 10. Bells

7. Modest robe 11. Scrolls of prayers

8. Flimsy robe 12. Ornamental Staff/Crosier

9. Ornamental armor 13. Glass/Crystals/Gems

10. Actual armor 14. Face/body paint

11. No special garb 15. Fetish/Talisman

12. Rags 16. Bracelets/Rings

15
Worship Sacrifice is an important component of many religions. Use this
table to find a deity’s preferred form of sacrifice. To determine
orship is an act of religious devotion usually directed what a cleric might use to decrease deity disapproval roll 1d20.
towards a deity. An act of worship may be performed

W individually, in an informal or formal group, or by a


designated leader. Roll 1d6 times on
Table 3-5: Worship Practices to determine religion’s routine 1d20
TA BL E 3 - 7 S A C R I F I C E
Sacrifice
worship practices.
1-2. Wine/Ale/Mead/Alcohol

3. Extravagant meal
TA BL E 3 - 5 W O R S H I P P R A C T I C E S 4. Copper
1d24 Accessories 5. Silver
1. Guttural noises 6. Gold
2. Whispers 7. Gems
3. Screaming 8. Fine cloth
4. Droning noises. 9. Furs
Roll on Table 3-6: Worship Accompaniment
10. Weapons
5. Instruments. Roll on Table 3-6: Worship Accompaniment
11. Armor
6. Horrible noises
12. Grain/agricultural produce
7. Throat singing
13-16. Animals
8. Speaking in tongues
17-18. People*
9. Quiet prayer
19. Magical scrolls/spell books
10. Chanting
20. Relics of opposite alignment
11. Singing. Roll on Table 3-6: Worship Accompaniment
* Using members of the adherents’ community might be
12. Meditation
considered taboo in many religions. Instead of actual people,
13. Reading from sacred texts, sacrifices could be sympathetic in nature and utilize effigies,
Roll on Table 3-8: Sacred Text Format strawmen or other such foci to represent the sacrifice.
14. Sign language

15. Dance. Roll on Table 3-6: Worship Accompaniment Use this table to determine how clerics keep and transmit
religious doctrine and holy texts.
16. Flagellation

17. Ritualistic scarring TA BL E 3 - 8 S A C R E D T E X T S

18. Tattoos, permanent or temporary 1d12 Format


19. Prostration 1. Painted on linen
20. Olfactory alteration (incense, rotten flesh, burning dung, 2. Inked on paper
oils, etc.)
3. Burned on bark
21. Ululation
4. Dyed on tanned skins
22. Sacrifice. Roll on Table 3-7: Sacrifice
5. Carved in stone tablets
23. Contortion
6. Tattooed on the cleric's body
24. Ancestor veneration
7. Scratched on boiled leather

8. Etched on metal plates


T A B L E 3 - 6 W O R S H I P A C C O M PA N I M E N T 9. Strings of runic beads
1d10 Accompaniment 10. Secretly knotted string

1. Bowed stringed instrument 11. Carved into skulls/bones

2. Brass horns 12. Pressed into clay tablets

3. Conch shells

4. Pipe organ

5. Plucked stringed instrument

6. Percussion

7. Acapella/None

8-10. Roll twice

16
17
Holy Days, Celebrations, and Festivals Roll 1d4 times to discover how a religious holiday is celebrated.

oly days, celebrations, and festivals are times of


special importance marked by adherents. They are
T A B L E 3 - 1 0 H O LY A C T I V I T I E S

H often celebrated on recurring cycles in a calendar


year or lunar calendar. In many cases agricultural
and/or celestial cycles influence the nature of a religious festival.
1d20
1.
Activity
Fasting.
2. Feasting.
Roll once to find why the holy event is celebrated.
3. Gift giving/exchange.

4. Boon granting.
T A B L E 3 - 9 H O LY E V E N T 5. Pledging of service.
1d20 Event/Observance 6. Prayers.
1. Planting of crops. 7. Psychedelics.
2. Harvesting of crops. 8. Dancing.
3. Deity’s rival was defeated. 9. Singing. Roll on Table 3-6: Accompaniment
4. Birth of a prophet. 10-14. Sacrifice. Roll on Table 3-7: Sacrifice.
5. Birth of a saint. 15. Drinking.
6. Death of a prophet.
16. Costumes/Masks.
7. Death of saint.
17. Shaving head/face.
8. Miracle performed.
18. Fighting.
9. Message revealed.
19. Orgiastic debauchery.
10. God ascended.
20. Symbol(s) drawn on bodies/buildings.
11. Reincarnation.

12. Prophecy fulfilled. Roll once for the most powerful location of your rituals.
13. Deed performed by the god.

14. End/start of the world.


T A B L E 3 - 1 1 H O LY E V E N T
L O CAT IO N
15. Proximity to the Otherworld/Land of the Dead.
1d24 Activity
16. Martyrdom of a holy figure.
1. Under the stars
17. Renewing protection of a community.
2. At a menhir
18. Veneration of a sacred animal.
3. At a fresh spring
19. Veneration of ancestors.
4. At the bottom of a mine/cave system
20. Veneration of a sacred plant/tree.
5. At the site of a holy battle

6. Under an arch of vines and flowers

7. In a grove of trees or a sacred tree

8-9. In a church/temple

10-11. In a circle of stone

12-14. Before an altar

15. At water's edge

16. Upon a giant slab of stone

17. In consecrated space

18. In or on the water

19. At the entrance of a cave

20. At the edge of a volcano

21. In a cemetery/lichyard

22. At the tomb of a holy figure

23. Traveling pilgrimage.


Roll again on this table for the destination
24. At the site of a martyrdom

18
Roll once for season unless it is implied in Table 3-9: Holy Event/
Observance.

TABLE 3-12
OBSERVANCE SEASON
1d4 Season
1. Spring
2. Summer

3. Fall

4. Winter

Roll once for length of observence.

TABLE 3-13 LENGTH


OF OBSERVANCE
1d6 Activity
1-2. 1d6 hours, assuming a 24 hour day, roll 1d24
to determine starting time or roll on Table 3-14:
Time Observance Begins/Most Holy Time
3-5. 1d8 days, assuming a 7 day week, roll
1d7 to determine day of the observance
commencement
6. 1d4 weeks, assuming 4 week month, roll 1d4 to
determine where in the month the celebration
begins

Roll for the time the event begins, its most holy moment, and/or
its conclusion.

TA BL E 3 - 1 4 T I ME O F D AY
O B S E R VA N C E B E G I N S /
M O S T H O LY T I M E
1d10 Time of Day
1. Dawn
2. Dusk/Sunset
3. Noon
4. Midnight
5. During daylight
6. During night
7. Solstice
8. Lunar/Solar Eclipse
9. New Moon
10. Full Moon

19
Chapter four:
Relics, Reliquaries and Saints
ften when a saint dies some of their holiness and piety lingers on in part of
their body. Relics are used like a holy symbol in that they must be held or in

O contact with the user. They are often carried in reliquaries but may be placed
into the pommel of a favored weapon, worked into a shield or armor, and even
attached to necklaces or other jewelry. All relics can radiate a 10ft sphere of light on
command with the color depending on the alignment of the saint from whom the part
comes from. Lawful = white or yellow, Neutral = blue or green, Chaotic = red or purple.
A cleric would consider it extremely gauche to use a relic belonging to a differently aligned
sect but will use relics of saints of the same alignment.

20
TA BL E 4 - 1 R E L I C S
1d20 Body Part Format Power

1. Tooth/teeth. Bone/dried. +1 to CL for Lay on Hands.*

2. Head. +1 to CL for Turning.*

3. Vertebra(e). Charred bone/ash. +1 to CL for one cleric spell.*

4. Lower arm (with or without hand). +1d3 to Fort save against Disease.

5. Hand. Mummified/dried. +1d3 to Fort save against Poison.

6. Finger(s). +1d3 to divine aid check.

7. Upper leg. Petrified, like a stone. +1 AC against Unholy.

8. Toe(s). +1d3 attack against Unholy.

9. Foot. Fleshy/liquid (could be in a decayed, +1d3 damage against Unholy.


oxidized or discolored state).
10. Lower leg (with or without foot). +1 to Ref saves vs traps.

11. Hair. +1 to Ref saves vs falls.

12. Skin. Transformed into another substance. +1 to Will saves vs spells.


Roll on Substance column on Table 1-1:
13. Jaw (with or without teeth). Appearance. May converse with beasts of the land.

14. Ear. May converse with beasts of the water.

Tongue. Incorrupt/unspoiled (emits a smell or May converse with beasts of the air.
15.
perfume considered to indicate sanctity).
Upper Arm. Can calm animals within 30’. Will DC 10
16.
to resist.
Eyeball. 1d12 times per year, the relic Can attempt to control insects within 60’.
17.
miraculously transforms to an unspoiled Will DC 10 to resist.
state. Roll 1d14 on this column again for
18. Heart or other viscera. Allows an extra language to be learned.**
its format the rest of the year. Roll on
Blood, breast milk, spittle, ichor, or the Effect column for additional power Allows casting of an extra Wizard spell.**
19. granted by relic during the transformed
other bodily fluid.
state. If desired, create a holy day using
Entire body. Roll on Table 4-4: Holy Days, Celebrations, and Festivals Allows casting of an extra cleric spell.**
20. Saints in Repose. section above.
* If the possibility of higher powered relics is desired roll a d6 and count results of 6 as +3, 4 and 5 as +2.
** Roll on appropriate tables in the DCC RPG rulebook.

21
Reliquaries

Roll 1d10 to establish format of Reliquary. Also roll on Table


3-2: Holy Symbol Material to determine material from which the
reliquary is fashioned (Obviously if the relic is too big to make
sense choose a format that makes the most sense).

TA B L E 4 - 2 R E L I Q UA RY F O R MAT
1d10 Format
1. Building sculpture (i.e. - church, pagoda, etc.).
2. Movable shrine.

3. Speaking reliquary (three dimensional sculpture of the


relic housed within).
4. Holy symbol.

5. Box/pyramid/cylinder.

6. Bust of the relic’s source (bust of the deity if the relic’s


source is not associated with a mortal).
7. Philatory (transparent glass or crystal showing relic set
into a sculpture).
8. Vial.

9. Sculpture of an object, animal, or symbol important to


the relic’s source.
10. Hidden within a cutout holy book.

Unusual Relics

Relics don’t have to be a body part of a saint. A campaign world


could have less obvious relics if the players and Judge prefer.
Anything infused with the power of an immortal, god, or saint
is fair game. If deemed appropriate, the item may be placed in
a reliquary. Roll on Table 4-1 Effect column for entries without
obvious powers.

TA B L E 4 - 3 UN US UA L R E L I C S
1d24 Relic
1. A flower that never loses its vitality.
2. A mushroom that never rots.

3. A nail that never rusts.

4. A gem that can never be destroyed.

5. A coin that never tarnishes.

6. A book or sacred text (roll on Table 3-8: Sacred Text Format) that cannot be destroyed.

7. A quill that is always inked.

8. A vial of water from a sacred and magical source (Judge should determine what happens if it is drank).

9. A verdant sapling of a sacred tree that does not need water, sunlight or soil to live.

10. A flame that cannot be extinguished.

11. A tool that cannot be broken.

12. A smooth piece of petrified blood or tears from a god or intermediary.

13-15. An article of clothing worn by the a saint or immortal.

16-17. A piece of cloth (i.e. - shroud, towel, flag) used by the saint or immortal.

18. A piece of stone from a church built by a saint.

19. A piece of the implement(s) or weapon used to martyr a saint.

20. A splinter of wood from a sacred tree or from an implement used by a saint or immortal.

21. Carbonized remains of an army of the unholy that the god destroyed with holy fire.

22. A begging bowl that always garners alms.

23. A sliver of a weapon or other implement broken while (victoriously?) combating the unholy.

24. Dust or mold that has collected on the remains of a saint or immortal.
22
Saints in Repose

any holy people choose a life of calm reflection and


solitude to better commune with their god. Ofttimes

M this higher state of enlightenment allows them to


transition into saints. When a saint’s mission is
complete and they have lived a full life, their spirit can transcend
to the next level of existence, leaving their mortal remains
behind. These corporeal remains can be found in the wilderness
within caves, lean-tos or huts, smelling wholesome and
appearing uncorrupted by putrefaction. These holy sites are
watched over by guardians and visited by pilgrims delivering
offerings. The guardians will let clerics of the same alignment
visit the resting place. It is an unholy act to desecrate a site or
the saint’ s remains if they’re the same alignment as the cleric.

Roll a 1d10 for Position, Placement of Hands/Arms, Attire, and


Offerings. Roll 1d3 d10s for Guardians.

TA BL E 4 - 4 S A I N T S I N R E P O S E
Placement of Attire/
1d20 Position Guardians Offerings
Hands/Arms Decoration
1. Reclining Resting at Painted/dyed 1 type of Bowls of
side (roll on Table 1d6 animals spices
1-4: Colors/
Patterns
for color &
design)
2. Seated Curled into Armored 2 types 1d4 Gems
fists animals
3. Lotus Folded over Gem encrusted Traps/ Map/
breast Puzzles spells/holy
writings
4. Kneeling Holding Wrapped in a 1d8 Human Rare oils
weapon/holy shroud soldiers
symbol
5. Standing Behind back Loincloth 1d6 Human Coins
clerics/
monks
6. Prostrate Praying Wrapped in 1d10 Skulls
animal skins skeletons/ of many
(roll on Table zombies different
1-3: Animals) monsters/
or leaves/ animals
plants
7. Bowing Outstretched Religious 1d4 Human Leaves,
vestments & wizards flowers
ornamentation
(roll on Table
3-3: Vestments
& Table 3-4:
Accessories &
Ornaments)
8. Contorted Clasped at None/Naked 1d8 Bowls of
navel Monsters grain
9. On all fours Making Simple robe/ Herald Holy symbol
sacred/ cassock
esoteric
gestures
10. Squatting Giving Wrapped in 2 Heralds Weapon(s)
benediction strips of linen

23
Officiate
Chapter five:
Clerics are often called upon to perform common duties such as
a cleric’s mission weddings, blessings, and funerals. Officiating these events can
provide experience and payment for the cleric. It is also a good
time to perform miracles and oration to the captive audience
(see sections below). The vestments and sacred garb, holy
lerics have clear responsibilities to convert followers writings, and holy symbol of the faith should be worn for any
and maintain or increase congregations. Gods officiation.

C frequently make demands of more followers from


their worldly representative as a result of improper
use of their powers. The deities are also hungry for more Oration
believers because of the power it unlocks.
Holy men or women know their god’s teachings and are often
The list of duties for a holy person provides many role playing called upon to spread that knowledge. This is probably the
opportunities for a cleric when entering villages and towns. Why best, if less spectacular, way to convert followers. Crowds are
should a priest carouse when they can perform a more fitting impressed most by the duration of the sermon. Roll a d8 and add
role (and then carouse)? The following sections provide the the priest’s Stamina bonus. The result is how many turns the PC
Judges some house rules that may be utilized to make clerics can orate. The longer the sermon, the more impressive and likely
more than just holy warriors and reaver healers. to yield more converts. Consult Table 5-2: Oration for the die
type to roll for number of followers gained while preaching.

Displays of the Divine & Conversion


TA BL E 5 - 2 O R AT I O N
A cleric will quite possibly be mobbed upon entering a village or 1d8 Number of followers gained
town, especially in a low magic campaign world. The mob wants
healing of their maladies. The mob wants spectacle and amazing <1. Consult Table 5-5: Hecklers
displays of power. The mob wants to believe in something other 1. 1d2 + Stamina modifier
than their daily toil.
2-3. 1d3 + Stamina modifier
Healing, oratory, exorcism and miracles are some ways of 4-5. 1d4 + Stamina modifier
impressing and inspiring people to embrace the religion of the
cleric. The following sections highlight tasks the clerics can 6-7. 1d6 + Stamina modifier
perform to convert followers and gain experience points when 8-9. 1d8 + Stamina modifier
staying in a settlement.
10+ 1d10 + Stamina modifier
It should be noted that polytheistic believers tend to keep their
old gods even when converted to a new one. Pragmatism often Healing
trumps dogma for the average adherent; another avenue for
succor is always welcome. Conversion checks where a Disciple is There are always a number of wounded, sick or maimed people
gained represent a more powerful conversion that changes the in every settlement. Assume 30% of the population has some
converted’s view on cosmology, religion, and life itself. sort of affliction whether it’s a virus, recent wound, disease or
simple infirmity (i.e. poor eyesight, a limp, arthritis, etc.). 5% of
a population could be imagined to have a crippling disability or
Conversion Checks life threatening ailment. A Judge may also roll percentage dice
to give a random number of how many afflicted residents are
Conversion checks are made by clerics when they make public present in a village. A town comprised of an unusually high
displays in reverence to their god. During a Conversion check percentage of diseased or injured townsfolk would most likely
the PC rolls 1d20 and adds their Personality modifier. The have an interesting story behind it and provide some roleplaying
Judge is free to apply any other modifiers they see fit for a given or adventuring possibilities.
scenario. Any check result over 5 is a success. Consult Table 5-1:
Conversion Checks for specific details. Check results under 5 may On a successful healing (Cure Wounds, Lay On Hands, Cure
subject the cleric to ridicule by hecklers (Table 5-5: Hecklers). Disease, Restoration, etc.) the patient will be converted as well as
healed. If the healing is viewed by a crowd, the cleric can make a
Conversion check.
TA BL E 5 - 1 C O N V E R S I O N C H E C K S
DC Roll Result
Miracles
1. (Fumble) Gaffes, bumbling, or worse!
Consult Table 5-5: Hecklers. A priest can impress an audience by casting the spells granted by
their deity. It doesn’t take much to impress the common folk of
< 5. Failure. 50% consult Table 5-5: Hecklers.
most villages. If the general public view the successful casting of
5. Gain 1 + Personality modifier new converts. a spell the cleric may make a Conversion check.
10. Gain 2 + Personality modifier new converts.
15.+ Gain 3 + Personality modifier new converts, 10%
chance that one will become a Disciple.
20. (Natural) Gain 3 + Personality modifier new converts, one
who will become a Disciple.

25
Exorcism

xorcisms are necessary whenever a disembodied When rolling a 1 on any Exorcism attempt roll a d12 plus the
spirit possesses a mortal. Different types of spirits cleric’s Luck modifier on Table 5-4: Exorcism Fumbles. This can

E may be inhabiting a person, animal, or even


an everyday object. Exorcisms are rigorous and
dangerous affairs. A priest must be girded in their best vestments
affect anyone in the room and a randomized roll should be
made. Unless noted otherwise, each result modifies Personality
by -2 and is considered a curse. The curse remains until Remove
and ready for the arduous task of wresting the spirit out of Curse or another applicable spell is successfully cast. If the result
whatever it is possessing. They will need their deity’s prayer is “Possessed”, that PC or NPC must be cleansed of the invading
book or scrolls, holy water, oils and incense, and assistants to spirit, but the original subject is now free of the entity’s control.
restrain the possessed.

Some priests are powerful enough to capture the spirit once it TA BL E 5 - 4 E X O R C I S M F UMBL E S
is removed from its host and force it into another object. If this
attempt is successful the weapon or item would be considered a 1d12 Fumble Result
magical weapon, and gain a modest bonus against the same type
of spirit as was captured. 1. or Possessed! The spirit has moved into a new subject, and
Less they are now under the control of the entity. There’s also
a 30% the original subject is now dead (or dying if 1st
Spirits can be any alignment and the difficulty check will be
level or higher).
modified by +4 if it’s the same alignment as the cleric and +2
if an adjacent alignment. It’s typically not a Lawful act to seize 2. Ears fill with blood and subject rendered deaf. Cannot be
control of a body. Sometimes the spirit accidentally becomes healed by restoration or Lay on Hands until remove curse
trapped in a mortal or object and sometimes it’s the malicious is cast.
act of a chaotic being. 3. 1d6 teeth permanently fall out. Cannot be healed by
restoration or Lay on Hands until remove curse is cast.
These invading spirits can also be reasoned with instead of
exorcising. Ghosts may want revenge for their murder or help 4. Hair falls out and scalp blisters
righting a wrong and could volunteer to come out of the 5. Horrid smell
possessed if the cleric agrees to help. Nature spirits may release
their host if a grove or other sacred natural site is consecrated 6. Multiple pupils (roll on Table 1-3: Animals)
or protected. Spirits may also try to tempt the priest or priestess 7. Fingernails turn into claws
to allow them continued possession. Ghosts could reveal the
location of treasure. Demons can bribe with powerful spells. 8. Voice changes to growl/scream
Heralds may have esoteric secrets to give up. 9. Holy writing is scarred on skin

Roll 1d20 and add the cleric’s level in an attempt to beat the 10. Eyes grow bloodshot and leak blood
Exorcism Difficulty Check. If the cleric can get the number of
11. Hair and skin turn white
successes needed the spirit will release the possessed and leave
the mortal realm unless the cleric attempts to hold it and force it
12. or No curse. Cleric is nauseated and helpless for
into an object or weapon. A cleric will not usually try to force a
More 1d4 rounds.
spirit of the same alignment into a weapon unless the spirit has
agreed to help create a holy weapon of their mutual alignment.
Roll 1d20 and add the cleric’s level in an attempt to Force Spirit
into another object.

TA BL E 5 - 3 E X O R C I S M
# of Successes # of Vials/Unholy Value of Vials/
d20 Type of Spirit Exorcism DC Force Spirit
Needed Water* Incense*

1-5. Ghost 15 1 18 1 50 gp

6-14. Nature Spirit 15 2 18 1 100 gp

15-18. Demon 16 3 19 3 300 gp

19-20. Herald 18 2 20 2 400 gp

*The number allotted is for an hour of exorcism. Each attempt lasts 15 minutes.

26
Hecklers
TA BL E 5 - 5 H E C K L E R S
he nemesis of young and inexperienced clergy, the heckler can
wrest control of an audience away from a cleric. Sometimes Type of Heckler
d10 On Failure On Success

T a heckler is nothing more than a loud-mouthed braggart, but


sometimes they are much more sinister. To determine the nature
of the Heckler, roll a d10, add the cleric’s Luck modifier, and consult Table
1. or
Less
Heckler
Cleric with
inimical
DC
20 Crowd turns on
cleric; staying
Convert listener
into a Disciple.
5-5: Hecklers. To refocus the audience back to the cleric and his message, intentions in town could Inimical
roll a d20 + the cleric’s Personality modifier against the DC of the Heckler. be a risk to life Heckler
and limb continues
to foment
hate for the
cleric’s religion
and could
have cleric
assassinated,
imprisoned,
fined, or take
other legal/
governmental
action.
2. Cleric of 18 Crowd Convert Heckler
another disperses; no to Disciple
alignment further attempts
in town;
possible heresy
forms
3-4. Follower 15 Crowd Convert Heckler
of other disperses; no + d4 listening
religion further attempts
in this town
5-6. Bully 13 Crowd disperses Convert Heckler
+ d3 listening
7. Disbeliever 10 Lose half of Convert Heckler
crowd + 1 other
listening
8. Attention 5 Crowd stays, Heckler
seeker -2 on further remains silent;
Conversion 50% chance
attempts to convert a
listener
9. or Possible 15 Crowd stays, Convert Heckler
More convert -1 on further to Disciple
with Conversion
questions attempts

27
Healers and mendicants preach the word through acts and vows.
Chapter SIX: Maintaining the They do not typically assist in maintaining flocks, but do assist in
enlarging a cleric’s overall number of converts. These wandering
Ministry disciples increase a cleric’s flock by 1 plus their Personality
modifier (minimum 1) each month.

Disciples who take on the mantle of cleric become acolytes


A cleric’s work is not solely adventuring and conversion. Their and serve the converting cleric. They can be used in whatever
congregation must be cared for over the long term as well. manner the converting cleric chooses. They can fill the role
of a beadle, wander the countryside making new converts, or
complete holy quests.
Size of the Flock
Roll on this table to determine the type of Disciple the cleric has
At a Judge’s discretion, a cleric may not receive the next level of recruited. Add the Disciple’s Personality modifier to the roll.
spells or abilities granted by their god until they have converted
enough followers. However, they still receive their normal
increase of HD, save progressions, and attack bonus per level
TA BL E 6 - 2 D I S C I P L E R O L E
when they’ve acquired enough experience. 1d8 Disciple Role
5 or Less Beadle

TA BL E 6 - 1 C L E R I CA L 6 Healer

INFLUENCE & W O RKS 7 Mendicant

Number of... 8+ Cleric

Cleric Churches/
Level Shrines/ Holy Sites/ Absence
Converts Disciples
Altars Holy
Buildings If a cleric is away from their flock with no one overseeing the
congregation they may return home to a host of problems. If
1. 0 0 0 0
performing the role of a beadle, a disciple can keep trouble at
2. 20 1 0 0 bay for their congregation. If the cleric has developed multiple
edifices, congregations or religious communities, each religious
3. 40 2 0 1
community that the cleric is away from should be rolled for
4. 80 3 1 2 when they visit one of them. There is a chance they might hear
of trouble in other locations.
5. 140 5 1 3

6. 220 10 1 4 For each month away assume there is a 20% chance of a possible
problem. For each disciple on watch subtract 10%. Roll d% and
7. 320 10 2 5 if the result is under the target there has been a calamity and
8. 600 15 2 6 1d8 must be rolled and the following table consulted.

9. 1200 20 2 8
TA BL E 6 - 3 A BS E N C E
10. 2000 20 3 10
1d8 What happened while you were away...

Disciples 1. Shrines toppled.


2. Heresy spreading.
ometimes while a cleric is performing their duties,
they are able to convert a follower who is a step up 3. Church destroyed.

S from a common believer. This disciple may have a


little bit of the spark god-things are drawn to and
become another vessel for to be filled and used in the common
4.
5.
Church desecrated.
Followers imprisoned.
pursuit, or maybe they’re just really good at spreading the holy 6. Followers killed.
word.
7. Followers converted by other cleric.
A cleric needs to recruit a small number of devoted helpers to 8. Disease outbreak.
help manage the flock while they’re away. Most important to
managing a cleric’s flock are beadles. They are representatives
of the cleric and maintain churches and other religious edifices.
They are capable of officiating and oratory but lack the full spark
and deep interest of god-things. They are either developing
towards the role of cleric (if they have higher than average
Personality) or are religious people that assist those who have
full communion with god-things.

28
Shrines and Churches Consecration of Locations, Buildings, and Rooms

hrines are placed along roadsides, near oases, in o worship in a church, at an altar, or in a cave, it
villages and poorer towns, or even the wilderness. must be consecrated to the cleric’s alignment and

S Often times a cleric will be moved to create shrines


as a testament to their god while they travel. They
are intended for religious use by the public. They may or may
T god. This can be accomplished by performing a
consecration ritual. (This is a minor ritual that can be
easily negated by the DCC RPG sanctify or bless cleric spells).
not have a clerical representative in regular attendance. They are
typically made of simple materials located near the building site. Objects needed for such a ritual are the cleric’s holy symbol, 50
In some cases, shrines house relics of holy beings and can grant gp worth of incense and oils, and an item holy to the cleric’s
benefits to those who pray at the altars. faith. Consult Table 6-5: Holy Item to randomly determine an
item, or choose your own. Much like the holy symbol, the holy
Churches are permanent structures usually located in a town item is not typically consumed in the ritual.
or city for communal worship by a congregation. They always
have at least one cleric and may have additional lesser religious
officials attached to the church. Churches are often constructed
T A B L E 6 - 5 H O LY I T E M S
as part of a mission with participation and/or donation coming 1d14 Holy Item
from the community who will ultimately benefit from the
church’s erection. 1. Blood of the holy or unholy.
2. Ashes from burned bones of opposite alignment creature.
An optional awarding of 2 xp per shrine and 50 xp per church
can be awarded. 3. Night soil of a rare beast of the same alignment.
4. Dirt from an appropriately blessed location.
5. Crushed gem dust.
TA BL E 6 - 4 MAT E R I A L S / C O S T 6. Drops of a melted precious metal.
O F SHRINES & CHURCHES
7. Holy water.
1d6 Shrines GP Churches* GP
8. A relic of a saint of same alignment.
1. Simple pebbles/rocks 0 Rough Logs 400
9. Feathers or other pieces of an Intermediary of your god.
and mortar
10. Burnt page of a holy book of opposite alignment.
2. Branches and Rope 0 Hewn Lumber 800
11. Charred flesh of animal (roll on Table 1-3: Animals).
3. Bones/Shells/Skins/ 0 Field stone 500
Furs 12. Runic stones.
4. Logs 0 Bricks 700 13. Magical scroll.
5. Mud/Bricks 0 Marble 1000 14. Anointed branch/vine/leaf/seed.

6. Straw 0 Gargantuan rocks 1200


*Assumes a single room 50x50. More rooms can be added to the
church per room cost.

29
Holy Quests

hen a Judge needs a fast and loose holy quest on the fly this table can be used. Often this may result in an obtuse quest
in need of translation. Such is the way of the divine heralds of the fickle gods. A more in depth Holy Quest table can be

W found in the appendices.

T A B L E 6 - 6 H O LY Q U E S T S
1d6 1d10 1d6 1d4
1. Transport/Guard 1. The person of 1. The Disciple of 1. God of Opposing Alignment

2. Rescue/Recover 2. The bones of 2. The cleric of 2. God of Same Alignment

3. Consecrate/Defile 3. The Relic of 3. The Saint of


4. The Writings of

4. Assassinate/Destroy 5. The Prophecy of 4. The Prophet of 3. Your god


6. The Congregation of

5. Convert/Study 7. The shrine of 5. An angel of


8. The Church of 4. The enemy of your god

6. Build/Create/Aid 9. The Heresy of 6. The Reincarnation of


10. The Village of

30
Appendix

oll 2d10 and find the result. Roll as many times as


wished. If the column result is an odd number use

R result as is but if it’s even then reverse the result.

TA BL E X - 1 N A ME G E N E R AT O R
1d10 1-2 3-4 5-6 7-8 9-10
1. Pe Ap Eld Bai Gro

2. Be It Unt Bil Nir

3. Da Er Har Oer Hy

4. Zi Ol Terv Ji Po

5. Ye Yka Fle Are Ri

6. No Ugi Thi Kan Ra

7. Ue Uh Sur Zin Ia Domains


8. Ta Ije Siy Fo Le
Roll 1d100 or choose a god’s domain. These can also be
9. Fo Y Lor Kla Ya generated using the the holy symbol table or based upon a
character’s beginning occupation.
10. a e i o u

TA BL E X - 2 D O MA I N S
1d100

1. Dream 21. Sleep 41. Undeath 61. Farming 81. Stories


2. Knowledge 22. Alphabets 42. Mathematics 62. Teaching 82. Lowly Things
3. Secrets 23. Moon(s) 43. Feast 63. Books 83. Flames/Fire
4. Darkness 24. Light 44. Water 64. Harvest 84. Air/Winds
5. Valleys 25. Ice 45. Trees 65. Craft/Forging 85. Vengeance
6. Rivers 26. Death 46. Fasting 66. Destruction 86. War
7. Healing/ 27. Animals/ 47. Portals/Doors 67. Constellations/ 87. Travel/Roads
Medicine Beasts Stars/Planets
8. Charity 28. Friendship 48. Toil 68. Nature 88. Oceans
9. Lava/ 29. Architecture/ 49. Rot/ 69. Monsters/ 89. Underground/
Volcanoes Engineering Decomposition Abominations Caves
10. Magic 30. Spells 50. Weapons 70. Swamp 90. Hearths
11. Puzzles 31. Riddles 51. Acting 71. Art 91. Poetry
12. Song 32. Music 52. Fog 72. Silence 92. Echoes
13. Stillness 33. Love 53. Solitude 73. Sex 93. Sky
14. Sickness/ 34. Sport/ 54. Cities/Towns/ 74. Herding/Animal 94. Dust/Sand/
Pestilence Competition Settlements Husbandry Wastes
15. Fungus 35. Drugs 55. Hunting 75. Meditation 95. Mining
16. Wisdom 36. Wealth 56. Stone/Earth 76. Illusion 96. Joy
17. Storms 37. Reflections 57. Rain 77. Luck 97. Lies
18. Madness 38. Mazes 58. Forest 78. Sun 98. Famine
19. Time 39. Progress 59. Jungle 79. History 99. Wine
20. Blood 40. Beauty 60. Treasure 80. Organization 100. Mountains

31
Titles Holy Quests

Heralds should have titles as well as a name. Roll a 1d4 (tens


T A B L E X - 4 H O LY Q U E S T F O C U S
place) and 1d10 (ones place) on this table to find the title. Lawful Neutral Chaotic Focus
Format either as The _____ of the god’s name or the god’s
name’s _________. (Example: The Apocalypse of Shul or Shul’s 1-10. 1-15. 1-10. Roll on Table X-11: Divine
Destroyer) Research/Discovery.
11-25. 16-30. 11-15. Roll on Table X-12: Missionary/
TA BL E X - 3 T I T L E S Administrative Activities.

1d50 26-40. 31-45. 16-25. Building, Roll on Table X-8:


Places.
1. Messenger 26. Courier 41-50. 46-55. 26-55. Religious Conflict (Roll on
2. Shadow 27. Prophet Adversarial Actions, Subject,
Place, or Object as deemed
3. Angel 28. Executioner appropriate).
4. Whisperer 29. Scourge 51-70. 56-75. 56-70. Holy Missions (Roll on
Beneficial Actions, Subject,
5. Envoy 30. Warrior Place, or Object as deemed
6. Beloved 31. Guardian appropriate).

7. Champion 32. Sentinel 71-80. 76-85. 71-75. Roll on Table X-13: Devotional
Activities.
8. Instrument 33. Archivist 81-98. 86-99. 76-99. Religious Commission, Roll
9. Apocalypse 34. Judge on Table X-9: Object.

10. Hand 35. Speaker 99-100. 100. 100. Crusade!

11. Archangel 36. Emissary


Holy Missions/Religious Conflict
12. Wrath 37. Spirit
13. Calamity 38. Harbinger
TA BL E X - 5 BE N E F I C I A L A C T I O N S
14. Weapon 39. Intermediary
1d12 Action
15. Most High 40. Curse
1. Guard
16. Defender 41. Precursor
2. Anoint. Roll on Table X-7: Subject.
17. Proclamation 42. Avatar
3. Consecrate. Roll on Table X-8: Place.
18. Mouth 42. Destroyer
4. Summon
19. Light 44. Oracle
5. Aid
20. Consul 45. Voice
6. Rescue
21. Secret 46. Eye(s)
7. Purify. Roll on Table X-7: Subject,
22. Herald 47. Revelation or Table X-9: Object.
23. Blessed 48. Protector 8. Exorcise
24. Ambassador 49. Conservator 9. Transport
Roll d7: (1) Primus; (2) 10. Heal
Secundus; (3) Tertius; (4)
25. Blight 50. 11. Recover. Roll on Table X-9: Object.
Quartus; (5) Quintus; (6)
Sextus; (7) Septimus.* 12. Liberate. Roll on Table X-8: Place.
* Optionally, roll on this table again to create a tiered
title (e.g. - “Septimus Speaker of Choranus”, “Primus
Voice of Ahriman”, “Herald Quintus of Cthulhu”, etc.)

32
TA BL E X - 6 TA BL E X - 8 P L A C E
ADVERSARIAL ACTIONS 1d20 Result
1d10 Action
1. Cemetery
1. Disrupt 2. Altar
2. Assassinate 3. Church
3. Destroy 4. Holy Site
4. Steal 5. Sepulchre
5. Deceive 6. Nunnery
6. Betray 7. Cathedral/Basilica

7. Defile 8. Monastery

8. Spread Discord/Heresy 9. Village

9. Convert 10. Temple


11. Chapel
10. Curse
12. City
Holy Missions/Religious Conflict 13. Shrine
14. Catacombs
Roll a d14 if a purely religious subject is needed. Roll a d10+14
if a secular subject is needed. 15. Pagoda
16. Pyramid
In many cases it can be assumed that the Subject’s relationship
is with your god or its rival. Rolling on Table X-10: Relationships 17. Castle
can provide more interesting results 18. Tomb
19. Sanctuary

TA BL E X - 7 S UBJE C T 20. Ziggurat

1d24 Action
1. Saint TA BL E X - 9 O BJE C T S
2. Monk/Nun 1d10 Result
3. God 1. Holy/Unholy Writings
4. Avatar/Reincarnation
2. Painting/Fresco/Mosaic/Bas Relief
5. Herald/Angel/Demon
3. Altar/Altarpiece
6. Disciple
4. Holy/Unholy Relic
7. Priest
5. Statue/Idol
8. Beadle
6. Holy/Unholy Symbol
9. Mendicant
7. Shrine
10. Healer
11. Guru/Seer 8. Monument

12. High Priest 9. Sarcophagus/Ossuary


13. Prophet 10. Reliquary
14. Heretic/Schismatic
15. Mayor/Judge/Bureaucrat TA BL E X - 1 0 R E L AT I O N S H I P S
16. Villager/Peasant
1d10 Result
17. Warrior/Guard/Mercenary
1. God of same/opposing alignment
18. Merchant/Artisan
2. Diminished/no longer worshiped god-thing
19. Thief
3-5. Your/rival god
20. Whore
21. Beggar
6. Relative of your/rival god (Demi-god, spouse, uncle)

22. Wizard 7. Ally of your/rival god

23. King/Queen/Baron/Lord 8. Outlawed/suppressed god


24. Abomination/Infidel/Beast 9. Outré horror
10. Nature spirit

33
TA BL E X - 1 1 TA BL E X - 1 3
D IV IN E R E S E A R C H / D IS C O V E RY DEVOTIONAL ACTIVITIES
1d6 Result 1d10 Result
After a d4 day vision quest, the cleric feels holy The cleric has been chosen to lead this year’s
purpose. 1d3 Holy Missions must be undertaken high holy day. During the height of the ceremony
towards an overall divine goal. While actively pursuing 1. an Oration check is required. A particularly good
those missions, the cleric receives +1 die step to or bad oration roll will affect him sometime in
1. class abilities and spell checks and a +1 bonus to
the future.
other actions, saves, or skill checks. If the cleric is not
actively pursuing the missions, he receives -1 die step The cleric must participate in a 1d3+1 day fast/
to class abilities and spell checks and a -1 penalty to 2.
prayer vigil.
other actions, saves, or skill checks.
An evil spirit has possessed a person in the next
Inquisition! Bring your comfy chairs and soft cushions; village/town over and an exorcism must be
2. 3.
things are going to get unexpected!
performed. Roll on Table X-7: Subject.
Divine secrets from another era must be translated
3. The cleric must attend the funeral of a powerful
from a long dead language and verified.
person in your community. The ceremony will
In a dream you are visited by a herald of your god. take 2d6 days at the end of which an Oration
He mentions “The Others” in the “Time Before.” Upon 4.
4. check is required. A particularly good or bad
awakening, the cleric is compelled to research the
vague references. oration roll may affect him sometime in the
future.
A child has been born. Weird signs of divinity are
5. manifesting. Is this child possibly a reincarnation of a A crisis of faith has befallen a fellow cleric or
god, saint, or prophet? 5. one of the cleric’s disciples. The cleric must help
A new sect of the cleric’s god has developed. The cleric them find god once more.
6. must go and analyze the group’s teachings for any A wedding of political/social import is
heretical beliefs. announced. The cleric must spend 2d3 days
attending the ceremony at the end of which an
6.
TA BL E X - 1 2 MI S S I O N A RY / Oration check is required. A particularly good or
bad oration roll may affect him sometime in the
A D MINIS T R AT IV E A CT IV IT IE S
future.
1d6 Result
A local ruler has embraced your god and requests
1. religious outreach for their more obstinate
communities.
A village of cannibals sincerely(?) requests religious
2.
guidance to change their wicked ways.
One of your beadles or disciples has been accused of a
3.
crime.
A religious tome must be copied and delivered to 1d4
other religious communities associated with your god.
4. Each book will cost 2d6x10gp and take 1d6 months of
a disciple’s time. During this time, they are unavailable
to oversee your congregation.
Have you heard the good word? A missionary fervor
5. overtakes you. You must spend 1d3 months talking
about your god and attempting conversions.
A local lord/ruler has assaulted/murdered one of your
6.
disciples.

34
35
Form of the Vanquished

Heralds, avatars, and reincarnated gods are all constructed of


the raw energies of creation. When their vessel is destroyed, that
spark often lurks on the mortal plane. A cleric or wizard may be
able to draw power from these divine remnants. A cleric may
keep them as a relic (roll on the Powers column of Table 4-1:
Relics). A wizard could use these to boost their spell check
result, re-roll a botched result, or avoid a corruption result. A
character could even start collecting these powerful remains to
fuel their own ascent to godhood.

TABLE X -14 FORM


1d16 Form
1. Perfectly conical pile of pebbles or dust
2. Crystal
3. Pool/Puddle
4. Cloud of mist that cannot be dispersed
5. Sparkling glimmer
6. Chunk of dense metallic ore
7. Tadpole/flatworm/worm
8. Seed or nut
9. Scroll or book
10. Minuscule black hole
11. Plant Sprout
12. Small Egg
13. An exotically hued and patterned feather
14. Petrified blood/tears
15. An iridescent scale/husk/claw
16. A stone that constantly radiates heat or cold

A God’s Origin

If your campaign world has gods, you can decide if they’ve


always been there or have a specific origin. Many of Earth’s
religions begin with a being creating the gods or producing
them as offspring. If you’d like your world’s gods to ascend to
godhood from various different origins, roll or choose
something from this table. Knowing the background of a god
may also inform something of the religion they create or the
desires they impart upon their followers via their heralds.

TABLE X -15 ORIGINS OF A GOD


1d12 Origin of God
1. Ascended human/demihuman
2. Ascended herald
3. Ascended animal
4. Nature Spirit
5. Ghost
6. Alien intelligence to this dimension
7. Entanglement of ley lines or other
mysterious place of power

8. Ascended Monster
9. Sentient Spell
10. Ancient power
11. Sentient planet, star, nebula, black hole, or quasar
12. Artificial Intelligence

36
This printing of The Lesser Key to the Celestial Legion is done 5. Representation of Authority to Contribute: If You are
under version 1.0 of the Open Gaming License and the SRD by contributing original material as Open Game Content, You
permission of Wizards of the Coast., Inc. represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights
The Lesser Key to the Celestial Legion is copyright © 2019 conveyed by this License.
Pyschoda Press. Open Game Content may only be used under 6. Notice of License Copyright: You must update the
and in terms of the Open Game License. COPYRIGHT NOTICE portion of this License to include
the exact text of the COPYRIGHT NOTICE of any Open
OPEN GAME LICENSE Version 1.0.a Game Content You are copying, modifying or distributing,
and You must add the title, the copyright date, and the
The following text is the property of Wizards of the Coast, Inc. copyright holder’s name to the COPYRIGHT NOTICE of any
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). original Open Game Content you Distribute.
All Rights Reserved. 7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility,
except as expressly licensed in another, independent
1. Definitions: (a) “Contributors” means the copyright and/ Agreement with the owner of each element of that Product
or trademark owners who have contributed Open Game Identity. You agree not to indicate compatibility or co-
Content; (b) “Derivative Material” means copyrighted adaptability with any Trademark or Registered Trademark
material including derivative works and translations in conjunction with a work containing Open Game Content
(including into other computer languages), potation, except as expressly licensed in another, independent
modification, correction, addition, extension, upgrade, Agreement with the owner of such Trademark or Registered
improvement, compilation, abridgment or other form in Trademark. The use of any Product Identity in Open Game
which an existing work may be recast, transformed or Content does not constitute a challenge to the ownership
adapted; (c) “Distribute” means to reproduce, license, of that Product Identity. The owner of any Product Identity
rent, lease, sell, broadcast, publicly display, transmit or used in Open Game Content shall retain all rights, title and
otherwise distribute; (d) “Open Game Content” means the interest in and to that Product Identity.
game mechanic and includes the methods, procedures, 8. Identification: If you distribute Open Game Content You
processes and routines to the extent such content does not must clearly indicate which portions of the work that you
embody the Product Identity and is an enhancement over are distributing are Open Game Content.
the prior art and any additional content clearly identified 9. Updating the License: Wizards or its designated Agents
as Open Game Content by the Contributor, and means may publish updated versions of this License. You may use
any work covered by this License, including translations any authorized version of this License to copy, modify and
and derivative works under copyright law, but specifically distribute any Open Game Content originally distributed
excludes Product Identity. (e) “Product Identity” means under any version of this License.
product and product line names, logos and identifying 10. Copy of this License: You MUST include a copy of this
marks including trade dress; artifacts; creatures characters; License with every copy of the Open Game Content You
stories, storylines, plots, thematic elements, dialogue, Distribute.
incidents, language, artwork, symbols, designs, depictions, 11. Use of Contributor Credits: You may not market or
likenesses, formats, poses, concepts, themes and graphic, advertise the Open Game Content using the name of any
photographic and other visual or audio representations; Contributor unless You have written permission from the
names and descriptions of characters, spells, enchantments, Contributor to do so.
personalities, teams, personas, likenesses and special 12. Inability to Comply: If it is impossible for You to comply
abilities; places, locations, environments, creatures, with any of the terms of this License with respect to some
equipment, magical or supernatural abilities or effects, or all of the Open Game Content due to statute, judicial
logos, symbols, or graphic designs; and any other order, or governmental regulation then You may not Use
trademark or registered trademark clearly identified as any Open Game Material so affected.
Product identity by the owner of the Product Identity, and 13. Termination: This License will terminate automatically
which specifically excludes the Open Game Content; (f) if You fail to comply with all terms herein and fail to cure
“Trademark” means the logos, names, mark, sign, motto, such breach within 30 days of becoming aware of the
designs that are used by a Contributor to identify itself or breach. All sublicenses shall survive the termination of this
its products or the associated products contributed to the License.
Open Game License by the Contributor (g) “Use”, “Used” or 14. Reformation: If any provision of this License is held to be
“Using” means to use, Distribute, copy, edit, format, modify, unenforceable, such provision shall be reformed only to the
translate and otherwise create Derivative Material of Open extent necessary to make it enforceable.
Game Content. (h) “You” or “Your” means the licensee in 15. COPYRIGHT NOTICE
terms of this agreement. Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
2. The License: This License applies to any Open Game Inc.
Content that contains a notice indicating that the Open
Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open
Game Content that you Use. No terms may be added to
or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing
to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the
exact terms of this License to Use, the Open Game Content.
Have you ever wanted to add weird religious elements to your game?

Have you wanted to add strange heralds of the gods who appear
dramatically to guide and boss your PCs around?

Have you wished for more gods than presented in other books,
wanted to create your own, or just add a little flourish
to the gods you already know?

This book can help with all this and more.

SKU - PP001-1 $14

You might also like