Lesser Key TTRPG
Lesser Key TTRPG
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
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.
“Keep rollin’”
Mike Evans
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Introduction
Creating Heralds
Cleric’s Duties
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
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
TA BL E 1 - 1 A P P E A R A N C E
2d20 Shape Size Bulk 1d20 Substance
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
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
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
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.
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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
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.
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
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
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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
TA BL E 3 - 3 2. Hat
H O LY V E S T M E N T S 3. Hood
1. Naked 5. Sash/Belt
2. Topless 6. Cloak/Cape
4. Hairshirt 8. Rod
5. Furs 9. Necklace/amulet
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
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
3. Conch shells
4. Pipe organ
6. Percussion
7. Acapella/None
16
17
Holy Days, Celebrations, and Festivals Roll 1d4 times to discover how a religious holiday is celebrated.
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.
8-9. In a church/temple
21. In a cemetery/lichyard
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 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
4. Lower arm (with or without hand). +1d3 to Fort save against Disease.
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
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.
5. Box/pyramid/cylinder.
Unusual Relics
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.
6. A book or sacred text (roll on Table 3-8: Sacred Text Format) that cannot be destroyed.
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.
16-17. A piece of cloth (i.e. - shroud, towel, flag) used by the saint or immortal.
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.
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
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.
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
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
*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
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.
TA BL E 6 - 1 C L E R I CA L 6 Healer
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...
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
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
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
30
Appendix
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
3. Da Er Har Oer Hy
4. Zi Ol Terv Ji Po
TA BL E X - 2 D O MA I N S
1d100
31
Titles Holy Quests
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.
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
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
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
A God’s Origin
8. Ascended Monster
9. Sentient Spell
10. Ancient power
11. Sentient planet, star, nebula, black hole, or quasar
12. Artificial Intelligence
36
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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?