Some clerics do not have the luxury of a single deity to please. While most polytheistic clerics might specialize, the clerics from the Island of Slorrs must pay even homage to their six deities. Each deity has a fairly unreasonable test for the cleric, but each also offers a reward (in addition to spells).
On a given day, 1d6 determines which of the gods below appears in the cleric’s dreams or meditations, which determines what ends must be worked toward and what rituals must be performed. A missed prayer or a wrong turn keeps the cleric at the mercy of that god until appropriate penance has been made.
1- Sherockk The Gambler
Sherrock is impressed with foolish risks. The Cleric cannot refuse a dare on this day, provided the challenging party is willing to match him. Note that he is not impressed with bravery so much as sheer reckless chances taken. Sherrock’s morning ritual involves throwing a knife in the air and catching the blade end with one’s teeth. Dexterity or agility save/skill check or take thrown dagger damage to face. Success means +1 casting level for all spells that day.
2- Blayless the Shimmering
Blayless lives on lies. Clerics must contribute to a lie, obfuscation or inveiglement whenever possible. Add a +20% chance a reasonable deceit will be believed. Obvious lies will not satisfy her and if the GM rules one as too blatant, the jig is up. If there are no enemies to lie to, a long-running deceit against a fellow is expected. If someone who knows of the six asks who today’s god is, the cleric must answer another god (and in fact must have been pretending so already).
3- The Medicant
The cleric is expected to pack up his or her belongings and set them aside for the day. On Mendicant days, the custom is to ask all other parties what they believe is the right course of action. Money may not be spent on these days, but may be given with no compensation expected or later given. Clerics must remain celibate and abstain from alcohol, rich foods and comfort. Breaking these rules means a week of being unable to keep track of any object for more than 1 round. Following these rules allows two spells to be cast twice that day.
4- Gransha the Hungry
The Mendicant’s brother, Gransha expects the cleric to act as greedily as possible. On Gransha’s days, clerics have been known to act like thieves. Her morning ritual is a large meal or other display of gluttony. If the cleric’s greed and desire please Gransha, at the end of the day she will heal or remove a disease or curse from the cleric or a designated beneficiary nearby (which must be specified in end of day prayers). Displeasing Gransha leads to severe stomach problems the next day (-1 penalties to AC and Saves).
5- Shadow Brother
Shadow Brother has left a small token: a coin, shell, ring or other bauble somewhere that the cleric will be that day. The cleric must look in every corner and shadow for it. Finding it is a base 10 percent chance, increasing by 5 percent with every careful search made that day. Careful searches TBD by GM. Not finding it leads to losing a small item from one’s inventory or, if destitute, a large rash on the arm. Finding it means some clue will be understood or some cog will turn leading her closer to a goal (short or long term) or important piece of information.
6- Laughing Man
When the Laughing Man is your master, he wants be entertained. The five other gods of Slorrs should be ridiculed loudly, as should the cleric’s friends, neighbors and party. It is crucial to stay away from royalty, except the royalty and clergy of Slorrs, who quite understand. Players are not expected to get up and do their best Patton Oswalt–no one said the cleric is actually funny on these days. Cleric takes a charisma/reaction penalty of -2 to all NPC interactions. In return, Laughing Man will allow the cleric to choose the next day’s deity (except himself).