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Rolang's Creeping Doom

Tag Archives: Gods

Best of the Creeping Doom Part 2

December 31, 2010 1:48 pm / 1 Comment / Chris

When I started this little project, it was meant only to entertain me. It seems to have entertained a few others. I certainly didn’t expect any sort of audience and I never would have guessed that my most popular articles would be about clerics and halflings.

Let me tell you about the Old School....

The most popular post by a wide margin has been my review of the Lamentations of the Flame Princess Weird Fantasy Role Playing boxed set. There has been constant interest in that review since I wrote it. I take it as a sign of interest in what OSR and especially what James Raggi is doing that people are still getting here via googling his game. Looking back at it now, it’s really not a very good review. It was rushed and I’ll admit there was a desire to be one of the first reviews out there. Looking at the boxed set now, I’m still impressed. The “princess box” will be my ruleset of choice when I next DM.

While the LotFP review is still the most looked-at and most googled post, the biggest one-day post was my piece on hobb -er halflings. I wanted to make the hobbits into the nightmare that some people see immigrants to be. In this case, they do take over wherever they settle and the thought of legions of halflings with spears or pikes amuses me to no end. This was a throwaway piece when I started writing it, but in the campaign world in my head, they might be one of the most important features.

Another popular post was a simple idea: mages will become liches after a certain age or level. This seemed to be popular with the folks who hang out at reddit’s rpg community. I’m far from done with mages.

I rarely play clerics, but I seem to have posted more about clerics and their gods than any other subject and as a topic, they are the most popular. The most popular post in this series concerned a goddess of despair that is empowered by the harm her followers do.

Before I wrap up this meta talk, I want to recommend two sites to you that I am sure I do not need to. If you are reading this, you are surely reading them. If not, you should be. First is Ancient Vaults and Eldritch Secrets. Bat puts out a new item, spell, monster or whatnot every day. Holidays and blizzard days too. Each entry is a quality piece and begins with a short setup with a recurring cast of characters. The man has a work ethic and he’s done this enough to get really good at it. You’re my role model, Bat. Now when are you going to publish?

The other site, Swords and Dorkery also needs no introduction. Mike’s presence here as a recurring commenter gave me the first notions that there was anyone visiting this site more than once and for that I must thank him.  He participates more actively in the blogging community and has gathered some of his best materials into downloadable files.

To wrap up the navel gazing…

So far, the blog is still dong what I wanted it to do: get me to sit, stretch my imagination and write RPG material for later use. That some people have found it worth reading and perhaps used something in their games is very gratifying. I hope I can keep my personal goal in mind and not get distracted by the number of readers or page views I get. This next year, I hope to post more often, even when extremely busy as I have been this fall.

I wish everyone a great 2011 and I hope we all get in as much gaming as you want.

Happy New Year!

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Posted in: character race, commentary, house rules, legacy D&D, product recommendations / Tagged: clerics, gods, halflings, lotfp wf rpg, meta, reddit

The High Karmic Cost of Cure Light Wounds

December 21, 2010 12:45 am / 3 Comments / Chris

Clerics shouldn’t just be healing anyone, or if they do, they should be extracting a pound of flesh, karmically speaking, from those whose beliefs or alignment are significantly different.

Let’s say, for example, that in the campaign, the gods are completely real and they are at odds with one another or with similarly powerful demons or devils. Why would a priest of Zeus heal a prominent follower of Hades without extracting a price? Do the gods send the energy to the cleric at the time of healing? Or do they give it to them to do as they see fit and then decide whether to keep sending those energies during the night’s meditations?

There may be a few gods in your world that believe in healing everyone, or the possibility of redemption at any moment, even the last. But for the most part, I think there are some interesting situations or house rules that could come up when a priest needs to heal or especially resurrect a non-believer, heretic, heathen or enemy.

Here are some options that come to mind:

The simplest, of course, is to not care when it comes to healing within the party. I like this because the last thing you want is the cleric lording it over the others, “Ahamite the Smug does not regrow the sword arms of those who have not donated a million gold talents to him, payable to his loyal servant, Brother Dick.” But when NPC’s are healing, it’s entirely appropriate and a good plot hook to set a price, be it gold, a quest or some specific vow or service. At the least, the patient should vow to never desecrate or blaspheme the god who is providing the help.

Or you could allow the cleric to exact certain demands, pre-approved by the DM, when the first opportunity to heal arises and have that apply throughout the adventure.

Another way to do this would be to keep tally of every ten HP healed by any god’s cleric and translate that into a karmic debt to the god specifically, with whom the patient must bargain at some later date. Ten HP might mean a week of service or contemplation. Fifty points might mean a major favor, such as escorting a monk or protecting a valuable relic. A hundred HP? Consider conversion! Or at the least, the PC should become intimately familiar with the faith and speak openly about how much she admires the wisdom of the Aardvark god.

The further apart the two faiths are, the more likely some sort of conflict or even alignment change will come into play.

When two clerics of different faiths are involved, one as healer and one as patient, it might be up to the players and DM to decide whether the healing would be given, whether it would work and what sort of effect it might have on the relationship between both clerics and their gods.

Whatever you decide, the consequences of breaking an oath or quest or a betrayal of that god should immediately result in the loss of all HP ever healed, limb regrown or perhaps even life given. It might also include some time in the afterlife of that god, atoning.

It can be as complicated and difficult as you decide it to be as long as it is interesting and adds something to the game. Obviously there is a lot of potential to add not-fun to the game. But clearly, if you were talking about a polytheistic fantasy world with gods of various alignments, this sort of thing would naturally come up.

The last way is, of course, to make no definite statement on whether the gods exist, and decide that the spells work because the gods see things we cannot (or it just works because there is no Loki vs. Thor, just two cults taking power from the plane of energy).

I’d love to hear your ideas, by the way.

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Posted in: house rules / Tagged: clerics, gods, healing, karma, spells

Kings Become Gods

December 9, 2010 12:28 am / Leave a Comment / Chris

Ripped from the history books! An empire where the royal family ascends to godhood upon death.

Pick a kingdom or empire or city-state. When a member of the ruling family dies, he or she might be elevated to godhood by the current ruler (or a later ruler). Even poor, unpopular or cruel members can be added to the pantheon. All that is required is a proper funeral and statue in the family temple (or an individual temple). Until the empire falls, the deceased is a minor deity who can grant spells, plot and intrigue with an extended family and hope to influence his or her legacy. Treat them as minor gods, or have them attach to an existing god as a semi-avatar of a traditional god (Livia-Hera, for example).

Those not elevated become ghosts, haunting their old palaces and sometimes visiting the common folk. Those whose remains are shamed (their remains dumped in in the river, for example) become demons or specters who sow discord among the people.

Be sure to read some Roman history when drawing up your pantheon. Or watch I, Claudius. This idea would work well in an urban campaign.

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Posted in: content / Tagged: gods, history, Romans

Random Campaign Apocalypse

December 8, 2010 4:02 am / Leave a Comment / Chris

It’s been noted before that OD&D is a post-apocalyptic setting. Much of what was amazing and wondrous has been lost. The greatest technologies are stuffed in chests in deep underground dungeons and whatnot.

I imagine most world-builders have a well-thought-out apocalypse. As I put together my campaign, I need to decide what my apocalypse was and how long ago it was. I’ll also pick some sort of disaster that isn’t too far off as well.

Campaign Apocalypse (Roll your poor neglected d12 once)

1- Invasion overtakes known world!  (roll 1d6: 1- Mages on horseback, 2- giant ants, 3- elementals, 4- religious fanatics, 5- halflings, 6- human army)

2- Living Dead Return (If you don’t already have undead.)

3- World War! All nations are at war. It’s brutal. See WWII or A Game of Thrones.

4- Asteroid strike! Everything is mutated.

5- Extreme Weather (Ice Age, Desertification)

6- Geological disaster cracks continent in half!

7- The Lernaean Hydra/Gods/Giants walk the earth.

8- Yuchen-Domma, Goddess of Despair, is freed to sing her dirge. Or other religious disaster.

9- Economic Disaster, courtesy the halflings. They manage to take over your nation or corner the market on healing potions.

10- Magic disappears (Clerical or M-U or both!) for a period of time.

11- Summon Slim Whitman — Mars Attacks!  (you must be ready to transition campaign into space if necessary)

12- All children have level drain gaze attack. Which might also work in an RPG. Thanks very much everybody, tip your waitress!

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Posted in: content, legacy D&D / Tagged: campaign, disaster, giants, gods, halflings, hydra

Gods: Adu-Nunna the Cruel vs. Adu-Nunna, Father of Mercy

November 15, 2010 5:00 am / Leave a Comment / Chris

Most human pantheons have one god that just doesn’t fit in.  Adu-Nunna was the dark one of his pantheon, a god of incredible cruelty who used his followers,  the wealthy and powerful, to take his hatred out on the children of his fellow gods. His Adunic Knights waged terrible warfare, executing non-believers and erasing entire nations, tribes and humanoid races from the planet.

His brothers and sisters would not stand for the cruelty of Adu-Nunna and his followers. In a rare feat of cooperation, they combined their knowledge and power to curse him to  seven lifetimes as a human under the boot of his followers, lifetimes he would remember in every detail for eternity. He was a slave, a beggar, a trusted advisor wrongly accused, an orphan, an enemy’s widow, a prisoner, and an experiment.

Adu-Nunna came out of this a changed god. Weeping as he knelt before his fellow gods, he apologized to them chanting a mantra of repentance for eight times eighty million repetitions. He was offered a new name and new form, but refused. Forswearing the heavens, he took a mortal form, calling himself Adu-Nunna the Father of Mercy. He hopes to peacefully undo the empire of suffering he previously created.

Adu-Nunna’s priests and paladins are not allowed to directly kill anyone human, humanoid or intelligent enough to speak to humans. They may fight to subdue, although in some cases, permanent injury is permitted if it prevents someone from harming others or furthering the cause of Adu-Nunna the No-longer (the name his followers call his previous self). Taking the arm of an executioner, for example.

His Brothers of Mercy and Sisters of Insight (his clerics) cast spells as if they were two levels higher and healing spells always heal maximum. (This is to balance out the no-killing prohibition).  His clerics strictly follow the no-sharp weapons prohibition, although they may use or carry daggers or swords for ceremonial purposes. His paladins may only kill armed Adunic Knights who refuse mercy.

Despite his regained immortality (however your campaign may define it) Adu-Nunna appears as an old man, scarred and crippled. He casts any clerical spell as a 20th level priest. He has established a church and a following of a few thousand. They remain in hiding. His new symbol is a teardrop against a black background. He does not hesitate to perform miracles in order to convert followers of his former self.

Of course, the Adunic Knights and his previous church and followers believe this story is heresy, invented by Gal-vani the Tree of Tricksters. They refer to “the cursed imposter” and “his weaklings.” His priests still receive spells as they did before, which they take as proof that their god is still with them. A few believe the story of his rebirth, but think it is a deception of Adu-Nunna himself to trap the faithless. A select few high priests believe the story and now seek to destroy the new version of their god. They do not speak of it openly and have various theories of who is granting their spells now. . Adu-Nunna himself is not certain why. Perhaps he exists in two forms at once? Perhaps another agent of evil has taken his old name.

This piece is meant to be a starting point. It is one of many posts about gods and religions you can use for your campaign.

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Posted in: content, legacy D&D / Tagged: clerics, content, gods

Reverse Clerics 6: Owrox, Abductor of Souls

September 16, 2010 9:16 am / Leave a Comment / Chris

Owrox the soulcatcher, the demon owl, is said to fly over the homes of the recently departed, seizing their spirits in his claws before they can reach the afterlife. Any minor ill omen, such as a fire dying suddenly or a hooting owl is taken as a sign that Owrox has snatched the dead and taken them to his corner of the underworld.

If the family hopes to free the spirit, they must contact the cult of Owrox and petition for release. In some cases, a large donation of gold, an annual tribute of food or some other bounty can be paid. An unholy pact is made and the soul is released, and woe to any family who breaks the deal later. But if Owrox’s oracle sees potential in a family member, the price may be a lifetime of service as a priest of Owrox.

Most of his cult are reluctant members, originally bound to him not by piousness but by this pact. Some are second or third generation members who do not remember the ancestor whose soul was the price of their servitude. Many of his cult are loyal and have rationalized their way into believing Owrox has a great plan for good, but few are fanatically loyal to the point of giving their life willingly for him. Most of his cult fear him and pray for him to release their souls to the afterlife when they die.

Owrox is regarded as a or the devil in most places, and he has influenced local traditions. Owls are hunted, particularly barn owls, and doors and windows in mourning households are kept shut for three days (no one in or out). His name is used as a curse, always followed by spitting to the ground (lest he come for you).

Owrox’s clerics are given instructions from the cult. Often, they are told simply to go out and amass treasure. Whether they are lawful or chaotic, evil, good or neutral, they are expected to carry out their orders. Otherwise, Owrox does not seem to care; he is secretive and reveals little nothing to his followers save through his oracles, prophets and signs. He has no holy books or rituals.

Owrox the Owl, Abductor of the Dead

Alignment: Up to You

Totem: Barn Owl

Enemy Totem: The Bat

There are two common reactions to priests of Owrox. Many will avoid or even shun him. Some will discreetly perform small favors or donations in the hopes that Owrox will pass around their house and not over it.

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Posted in: content, legacy D&D / Tagged: clerics, content, gods

Crazy Old Cleric 2: Priest of No-God

September 8, 2010 12:43 am / 1 Comment / Chris

There is a small chapel along the main road, the shrine to no gods. It is kept by a cleric, Brother Germaine, head of the Order of No-God, a religious order that consists of one Brother Germaine. He receives about a  dozen pilgrims per year.

The Order of No-God insists that there are no gods, that there never were in the first place, and that all this divine magic is locked inside mankind. Brother Germaine insists that he himself worships no gods, but that his meditations on the nature of man deliver him “divine” magicks.

And indeed, he is a cleric of name level with no apparent patron deity who can cast spells.

He is also as old as the planet, but has forgotten that.

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Posted in: content, humor, legacy D&D / Tagged: clerics, gods

Reverse Clerics 5: Roll 1d6 for Today’s Patron Deity

September 7, 2010 1:07 am / 1 Comment / Chris

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).

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Posted in: content / Tagged: clerics, content, gods, table

Reverse Clerics 4: The Self-worshipping Goddess

August 29, 2010 11:12 pm / Leave a Comment / Chris

If you want something done right, do it yourself. The goddess Pallas is the high priestess of… Pallas.

She incarnates as a baby girl and manages to arrange circumstances for her to be raised within or by her own church. She sees firsthand what sort of clergy she has, how devout her congregations are. Pallas herself becomes a priestess, rises through the ranks and becomes her own high priestess. Shen she dies, a new high priestess comes to power while the goddess is born into a new avatar baby girl. She has lead her church though wars, pogroms, an exodus, revivals and golden ages.

No one in her church is aware of this.

In campaigns where gods are as powerful as their worshippers’ belief makes them, she is quite successful. In campaigns where this does not matter, she’s just looking for something to do. Or perhaps her access to the god realms has been blocked.

Would she ever be incarnated as a PC Cleric or Warrior and not know it consciously? Aw, heck no. Please. Your player would be insufferable.

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Posted in: content / Tagged: clerics, content, gods

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