Showing posts sorted by relevance for query patron. Sort by date Show all posts
Showing posts sorted by relevance for query patron. Sort by date Show all posts

Friday, 11 December 2015

Some Thoughts About Patrons in Dungeon Crawl Classics

Patrons, Gods, and Demi-Patrons

Patrons are (usually) supernatural entities who are willing to aid a mortal being (especially a wizard or elf) in return for services rendered. The full write-up for a patron in the Dungeon Crawl Classics role-playing game officially consists of a table for invoke patron results, a table for spellburn, a table for patron taint, and three unique spells – one 1st level, one 2nd level, and one 3rd level.

A god is a powerful supernatural being who grants powers to clerics, and can demand that the cleric perform (or refrain from performing) certain actions in order to retain this power. There is some overlap between gods and patrons. A god may be, but need not be, a patron. A patron may be, but need not be, a god.

Non-deity patrons may include arch-liches, ghosts, faeries, ultra-powerful wizards, alien beings, and so on. If you read Appendix N literature, you will see ancient AIs, angel-like beings, demons, wizards, and more acting very much as patrons do in DCC. To the average peasant, though, there is little difference between a patron and a god. Both can exert enormous influence for or against the common folk.

A demi-patron is a less powerful patron. This might be a creature that can offer spellburn, or who can be invoked, but who doesn’t offer spells. The idea was introduced in this author’s adventure, Silent Nightfall, but it is implicit in the structure of Appendix N fiction that such creatures must exist. Likewise, this author’s The Crimson Void offers a system for ranking deities and other supernatural powers that can be used to determine what happens when they come into conflict.

Invoke Patron, Spellburn, & Patron Taint

When devising these tables, you can use published examples of patrons to give you a rough power gauge for appropriate effects. Remember, though, that you need to consider your patron as a whole. If a patron’s “patron taint” effects are particularly nasty, you might wish to give the patron a little extra oomph in terms of his invoke patron table. If your patron offers only the worst sorts of spellburn, you may wish to counteract that with another benefit.

It was recently suggested to me that patron taint should be both permanent and bad for the PC obtaining it. I would like to take a moment to disagree with that.

First off, not all of the patron taints in the core rules are permanent. The Three Fates, in particular, has patron taints that can be “resolved”, allowing the wizard bound to the Fates to get on with her life. I would argue that, if an event is both flavourful and meaningful within the context of the patron, it can serve as a patron taint. Anyone familiar with my work in Angels, Daemons, & Beings Between, or in the pages of several Purple Duck modules, will see what I mean.

Secondly, I don’t agree that all patron taint should be bad. The player has no control over rolling a “1” on a spell check, and has very little control (apart from spending Luck) as to what patron taint is obtained once the die is cast. Again, depending upon the patron overall, a “good” patron taint can even out a less powerful invoke patron chart…or even other, nastier, patron taints.

I would contend that the best purpose of patron taint is to strengthen the thematic bond between wizard and patron, and that you should consider any taint that does this well, even if it is not permanent, and even if it is good for the wizard.

I would also suggest that the prospective judge consider the type of game he or she wishes to run. A hideous patron taint table can turn your PCs away from the Ghost-God of Cannibal Child-Eaters if you don’t want to repeatedly play through scenes where the point-of-view characters are engaged in heinous acts involving children, while still allowing for NPCs who do the same.

Similarly, if you specifically want the PCs to consider a patron, you can build in some bennies to make that patron more attractive. I did this with Doctor Chapman for the Faerie Tales From Unlit Shores series – Doctor Chapman has fewer than average taints, and one grants a bonus when dealing with fey. This is not an accident. The adventure series is, simply put, better the more Doctor Chapman is involved with the PCs…so I gave the players reason to seek involvement with Doctor Chapman.


Spells

If you take a look at the spells in Dungeon Crawl Classics, you will see that many of them, depending upon the spell check result, contain the effects of a whole group of D&D-type spells. This is a good thing for the game as a whole, but it makes coming up with three unique spells for every patron rather difficult.

I went a different route with Doctor Chapman, and also with The Black Goat. If you are determined to make other spells available, consider allowing a wizard to cast a cleric spell (I did this in The Crimson Void) or invest in some sources of new spells – Liber Arcanum, Tales of the Fallen Empire, and The Gongfarmer’s Almanac are good places to start. Another thing you might consider is converting materials from other systems.

Some patrons may have more than three spells – Paul Wolfe has a patron like this in Angels, Daemons, & Beings Between. As always, you should consider what seems right for your patron first, and then try to figure out how to define it within the rules.

Other Benefits and Drawbacks

Finally, you may wish to consider adding benefits and drawbacks to your patrons and demi-patrons which do not rely upon the roll of the dice. For an example of what I mean, see Ulibex, the Neutral fungous Lord of Mushrooms, Molds, Mildews, and Yeasts, in Silent Nightfall. There is no reason not to give the PC who bonds with a strange creature some immediate consequence, for good or for ill. In fact, there are a lot of good reasons to do so:

  • It’s fun.
  • It’s surprising.
  • If good, it makes the players more apt to try their luck the next time some equally foolish venture presents itself.
  • It brings the unique nature of a patron directly and immediately to the table.
  • It gives the bonded PC some unique trait that is the direct result of play, rather than of buying feats during chargen.


For more fun, consider using a table of unique effects, so that if another PC jumps on the bandwagon, the patron might react in a different manner!

Patrons List and Patrons in Appendix N

I am considering maintaining a list of available patrons for DCC, and a list of patrons/patron-like beings in Appendix N fiction, but these would be separate posts if there is enough interest.


Thursday, 2 August 2012

Using Patrons in the Dungeon Crawl Classics Role-Playing Game


It is difficult to claim that any facet of the jewel that is the Dungeon Crawl Classics is shinier than any other facet, but there can be little doubt that patrons shine a bit more brightly for being new, interesting, and (perhaps) underrepresented in the core rulebook.  

Patrons are supernatural beings that are willing to bargain with mortals, trading magical power for service.  Potential new patrons repeatedly show up in Dungeon Crawl Classics adventures (both official and third-party publisher adventures), but as of this writing, none of these adventures include a full write-up for a patron.  I have been working on many patrons for the upcoming Angels, Daemons, and Beings Between sourcebook, and I have given patrons a lot of consideration in recent months.

It is important to remember that all patrons are unique.  When devising new patrons for your home milieu, consider making changes to how the Patron Bond and Invoke Patron spells work in relation to that patron.  For example, Yallafial, Queen of the Birds, has a wavering attention span that varies between automatic failure when she is invoked to a +6 bonus on the spell check roll!  Likewise, spells do not all have to be equally useful, nor do they all have to be useful in combat.  Flavour is the most important consideration here; the spells must match the patron.

The core rulebook suggests that every patron has three spells, one each of levels 1, 2, and 3.  This is certainly a way to go, and is a good way to create most patrons, but you need not follow this scheme slavishly.  Some patrons may allow more spells; others may allow less.  It is easy to imagine a patron with three 1st level spells in addition to one 2nd and one 3rd level spell.  All the judge need do is make certain that there is a cost somewhere else to balance out this generosity – for example, especially harsh spellburn results or patron taint.

If you are considering patrons to be just a “Wizard thing”, you are selling them short.  The core rulebook discusses using patrons with Wizards and Elves, and gives a nod to other classes in the text of the Patron Bond spell.  In addition it notes that powerful supernatural beings can affect the Luck of those who aid or oppose them. 

Patrons are among the supernatural beings meddling in the affairs of the world.  The judge is well advised to know what they want, if not how they intend to get it, and use patrons to spur adventures.  Even if no one in the group has a patron, these supernatural beings are interested in moving PCs and powerful NPCs like pieces on a multi-dimensional chessboard, seeking to win advantage against other equally powerful beings.  

The relationship between patron and adventurers need not always be the result of a PC Wizard or Elf seeking out the patron.  The patron may well seek out the PCs.  Indeed, the patron may direct an NPC Wizard to cast Patron Bond to tie willing PCs to that patron’s cause, whether they know the spell or not.

Likewise, PCs may find themselves opposing one potential patron while unknowingly aiding another in a game whose rules they don’t fully understand.  This sort of action happens quite often in Appendix N fiction, and is quite appropriate in the DCC rpg.

For more ideas on using patrons in DCC adventures, consider the following:

The Portal Under the Stars (Joseph Goodman):  core rulebook, pp. 452-456.  The entire action of the adventure, as well as the site itself, may be considered the result of a patron’s actions long ago.

DCC #68 People of the Pit (Joseph Goodman):   Includes the most fully developed “patron” outside the core rulebook at this time.

DCC #70 Jewels of the Carnifex (Harley Stroh):  Includes a potential patron (which must be developed by the judge to be used as such), and the action of the module revolves around higher supernatural powers.

SC-1 Perils of the Sunken City (Jon Marr):  Excellent use of an interesting potential patron, and the rivalry between patrons is directly responsible for the scenario encountered.  Again, the judge must develop the patron(s) involved before they can be used by PCs.

SC-2 The Ooze Pits of Jonas Gralk (Jon Marr):  Again, this module supplies the judge with the bare bones of two potential patrons, both of which demand more information, and the action is driven by their interactions with mortals. 

These are certainly not the only DCC adventures to deal with patrons, but they are adventures that show how it may be done in various ways and with interesting effect.  Frankly, if Purple Sorcerer Games ever decided to put out a Sunken City Sourcebook (with an overview, some adventure hooks, NPCs, and full patron information), I would snap it up in a heartbeat!

(From Purple Duck Games, look for Paul Wolfe's AL-2 Sepulchre of the Mountain God for two more potential patrons.  Somnos, in my own upcoming Through the Cotillion of Hours would also make an excellent patron, although he is not detailed in that form in the module....another task for a future post or product!)

In conclusion, try to remember that patrons are not just for spellcasters.  And try to make your patrons proactive as well as reactive within the campaign milieu.  As Elric’s foe, Theleb K’aarna, learned to his regret, it is not just casters who drop patrons – patrons also drop casters who fail in their tasks.  And Elric’s not being bonded to the powers of Law didn’t stop Donblas the Justice-Maker from aiding him in Nadoskor. 

The more fully realized your patrons, the more they influence your campaign world, and the more that world comes to life.  It’s part of the genius of the system, and a very bright facet among the many bright facets which make Dungeon Crawl Classics my personal role-playing game of choice.

Saturday, 23 December 2023

Snow Miser and Heat Miser


The strange beings known as Snow Miser and Heat Miser are brothers, two of the many children of Mother Nature. Each views the other as his primary antagonist, so that a being bonded with one cannot be bonded with the other – indeed, their patrons will instruct them to actively work against those who bond with their rival sibling! The only thing potent enough to make the Miser Brothers work together is the chance to foil another of their siblings’ plots, such as the North Wind.

Snow Miser dwells in an arctic land, while Heat Miser lives in an active volcano. Somehow, their lands share a common border. They have divided the world between them, and although their agents make frequent forays into the territories of their opposite patrons, the Miser Brothers usually disavow active knowledge of these raids. Heat Miser seeks to frighten mortals with tales of an unending Fimbulwinter, while Snow Miser’s agents warn of global warming. In preindustrial campaign milieus, a new ice age may be a viable threat, but if the campaign takes place in a post-industrial world, it eventually becomes clear that Heat Miser is winning, and Snow Miser’s warnings about global warming are not just hot air.

In order to bond with Snow Miser, a postulant must travel to a cold location, either due to climate or season. In order to bond with Heat Miser, a postulant must travel similarly to a hot environment, such as a desert, volcano, or steaming jungle. Those bonded to Heat Miser may not cast spells creating or manipulating cold without gaining the ire of their patron. Likewise, Snow Miser forbids his devotees from magic creating or manipulating heat or flames.



Invoke Patron check results

1

Lost, failure, and worse! Roll 1d6 modified by Luck: (3 or less) corruption + patron taint; (4-5) corruption; (6+) patron taint.

2-11

Failure. Unlike other spells, invoke patron may not be lost for the day. Depending on the results of patron bond, the wizard may still be able to cast it.

12-13

It becomes noticeably colder or hotter in the immediate vicinity of the caster as their patron’s attention is drawn to them. This change in temperature may be harnessed by the caster, granting a +4 bonus to a spell check made in the next Caster Level rounds.

14-17

A cloak of ice or flames surrounds the caster, providing a +4 bonus to AC for 1d5 rounds. At the end of this period, the bonus is reduced by 1 as the cloak dissipates, until it is gone when the bonus reaches +0.

18-19

All enemies within 100’ must succeed in a Will save vs. spell result or begin to sing about how great the caster’s patron is. This song-and-dance number lasts 1d5+CL rounds. An enemy targeted with a spell or attack during this period (successfully or not) is immediately freed from the enchantment. Otherwise, enemies take no move or other action except singing and dancing.

20-23

The caster chooses 1d3+CL targets within 500’. These take 3d6 damage due to either cold or fire (depending upon the patron). A Fort save vs. the spell check result is allowed to reduce damage by half.

24-27

The caster is shrouded in ice or heat, which increases the caster’s AC by 1d4+CL. Each round, the caster may send either a bolt of ice or fire (depending upon their patron) to a range of 500’ (5d6 damage, Reflex DC 15 for half), but doing so reduces the AC bonus by 1. The AC bonus lasts until expended or 1d5 hours have passed. Once the AC bonus is gone, the caster can no longer spend it on attacks.

28-29

A single Miser Imp is sent to assist the caster in whatever manner the caster commands. The Miser Imp remains until reduced to 0 hp or until the next dawn.

Miser Imps are half-sized versions of Heat or Snow Miser which act as aides to their master. They can turn small non-magical objects into snow or melt them by touch (if attended, the holder gains a DC 15 Reflex save to prevent this). Objects up to the size of a shield or two-handed sword may be affected, as determined by the judge. When reduced to 0 hp, Miser Imps explode in cold or heat, doing 1d6 damage to any creature within 5’ (no save). When not otherwise commanded, Miser Imps spend their time dancing and singing the praises of their patron.

 

Miser Imp: Init +2; Atk touch +2 melee (1d6 cold or heat); AC 12; HD 3d6; MV 30’; Act 1d20; SP transform/melt objects, death throes; SV Fort +4; Ref +5; Will +7; AL N.

30-31

The temperature within 500’ of the caster immediately raises/lowers by 1d4 x 10 degrees Fahrenheit. In addition, enemies of the caster within this range are chilled/heated even more, taking 1d8+CL damage each round they remain within this area (no save). The damage remains in effect for 1d5+CL turns, but does not move with the caster. The change in ambient temperature remains until natural (or supernatural) conditions cause it to change (as determined by the judge).

32+

For the next 1d6+CL hours, any non-magical weapon striking the caster melts or turns to snow (no save), doing only half damage. Further, the caster is charged with heat or cold, and all their physical or magical attacks do an additional 1d14 damage during this period as this power is conducted by, or embodied within, them.

 



Spellburn

The Miser brothers can lend aid to their supplicants when requested. If a supplicant is casting a spell related to their patron (such as control ice for Snow Miser or fireball for Heat Miser), they gain an additional +2 bonus to the spell check when performing spellburn. When a caster utilizes spellburn, roll 1d4 and consult the table below or build off suggestions to create an event specific to your campaign.

Roll

Spellburn Result

1

Casting the spell causes uncontrolled shivering or sweating, which manifests as Strength, Agility, or Stamina loss. The shivering or sweating subsides as this damage is healed.

2

As part of the casting, the caster must perform an elaborate song-and-dance routine praising their patron. This temporarily drains part of the caster’s soul, manifesting as Strength, Stamina, or Agility loss until it is recovered.

3

Conflict with the other Miser Brother prevents the patron from devoting full energy to the caster. Regardless of the amount of spellburn, the caster only receives the benefit of 1d4 points, and any remaining amount is lost.

4

In a moment of magnanimity, the patron offers to double the bonus from the caster’s spellburn, if the caster will agree to undertake a quest sabotaging some scheme of the other Miser Brother’s. The nature of this task is left to the judge to detail, but if not completed in a reasonable time (as determined by the judge), the patron removes all access to spells save those used in direct support of the quest.

            


Tuesday, 24 December 2013

Belshar of the Five Eyes

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Belshar of the Five Eyes

From where within the strange depths of space and time sprang the strange creatures known as the Brotherhood of Ten Wizards none can say.  Each appears swathed in an illusion of being a humanoid figure, whose features are hidden by a dark-shadowed cowl, in which a number of glowing and moving eyes – seemingly upon stalks or tentacles – are all that can be seen.  Those who have penetrated even part of this illusion tell of disquieting spider-like beings, although they seem keen to protect the dominion of men and the integrity of worlds.

There are only ten of these beings known, and each has a different number of apparent eyes, from none to nine.  The Eyeless Brother and the Brother of the Nine-Eyed Face are said to be the most powerful among them, but Belshar of the Five Eyes may be deemed a worthy patron in his own right.  Like his brethren, he seeks out good-hearted wizards and other champions, who he seeks to position to the benefit of his chosen milieu.  Many of the Ten enjoy meddling with each other, and Belshar of the Five Eyes is known to have such a relationship with both Mungblesh of the Three Eyes and desert-dwelling Jawag of the Two Eyes (who is perhaps the most normal-appearing of the Ten, although also the shortest). 

It is not unknown for each of these three to act as patron for three members of the same party, delighting in setting the sponsored wizards and elves against each other in minor ways for their own amusement.

The ceremony for Belshar of the Five Eyes may take place in any large urban area.

Invoke Patron check results:

12-13
The caster hears the dry, thin voice of his patron, encouraging him to his best endeavour, for no other aid is forthcoming.  This encouragement can be used to recall one lost spell to the caster’s mind, or to give the caster a +4 bonus on a single die roll, but not both.
14-17
Belshar has a moment to spare for the caster, and will psychically give the caster advice regarding his current situation, or a known situation that is upcoming.  While Belshar does not have as full a knowledge as the judge, he has broad knowledge about many subjects, and can generally offer some hidden information or excellent advice.  The nature of the advice should be determined both by the questions the caster asks, and Belshar’s motivations…which sometimes include his own amusement.  At the judge’s discretion, this advice can give a total bonus of no more than +8, to be split among one or more die rolls related to the advice given.
18-19
Belshar grants the caster a single-use magic item, such as a scroll or a potion, to aid him in his current quest.  This item is chosen for its usefulness, and can be as powerful as the judge desires.  For example, Belshar may offer a scroll that slays all other wizards within a mile radius, or a potion that can shrink the caster to a size needed to enter a maze of rat’s tunnels.  These are intended to be useful, but may result in amusing circumstances, as the Ten work to entertain themselves as well as to aid the multiverse.
20-23
The Five-Eyed One places some importance on the caster, or on the mission the caster is currently engaged in, and sends strong encouragement and an exhortation for the caster to succeed.  This is so encouraging that the caster immediately gains 5d4+CL bonus hit points.  All future damage comes from these hit points first, but damage already taken is unaffected.  Bonus hit points cannot be healed.  At the end of CLd6 x 10 minutes, whatever bonus hit points remain fade away.
24-27
Direct Intervention!  Belshar takes control of the caster, and casts a spell through him using his next Action Die.  This spell is cast with a +8 bonus on the spell check, and is determined randomly.  It does not matter if the spell caster cannot cast the spell, and there is no penalty (corruption or patron taint) to the caster for failure.  The spell otherwise acts as though the caster had cast it.  Roll 1d5:  (1) choking cloud, (2) colour spray, (3) enlarge, (4) magic missile, or (5) magic shield.
28-29
Direct Intervention!  Belshar takes control of the caster, and casts a spell through him using his next Action Die.  This spell is cast with a +10 bonus on the spell check, and is determined randomly.  It does not matter if the spell caster cannot cast the spell, and there is no penalty (corruption or patron taint) to the caster for failure.  The spell otherwise acts as though the caster had cast it.  Roll 1d5:  (1) invisibility, (2) mirror image, (3) monster summoning, (4) spider web, or (5) strength.
30-31
Direct Intervention!  Belshar takes control of the caster, and casts a spell through him using his next Action Die.  This spell is cast with a +12 bonus on the spell check, and is determined randomly.  It does not matter if the spell caster cannot cast the spell, and there is no penalty (corruption or patron taint) to the caster for failure.  The spell otherwise acts as though the caster had cast it.  Roll 1d5:  (1) fly, (2) gust of wind, (3) haste, (4) lightning bolt, or (5) planar step.
32+
Eyes From the Overworld.  A thousand thousand glowing eyes emerge from some celestial overworld or another plane of the multiverse, surrounding the caster and up to CL allies within 100’ of the caster, protecting them from all harm and shielding them from all effects within the plane the caster currently inhabits.  The eyes transport the caster and his affected allies up to 10 miles through the overworld, emerging at a place chosen by the caster (or a random location if the caster does not choose).  The characters have CL rounds before they are transported to use spells or other means to aid themselves while so protected.  Once the characters re-emerge, the eyes fade back to the overworld.

Patron Taint:  Belshar of the Five Eyes


Dealing with Belshar is more annoying than corrupting, and most of the patron taint associated with the Brotherhood of Ten Wizards results from this.  Once all patron taints at all levels have been attained, the caster need not roll for patron taint in the future.  In addition, the caster gains a +5 bonus on all future rolls to determine corruption.

Roll
Result
1
Irritation:  So irritating is Belshar’s sense of humour that it can become difficult to call upon him.  When this is first rolled, the caster must succeed in a DC 10 Will save to cast invoke patron to call upon Belshar.  If rolled a second time, the DC raises to 15.  If rolled a third time, the DC raises to 20.  Ignore all future rolls.
2
Spying Eyes:  When this patron taint is rolled, a glowing eye appears on a random part of the caster’s body, as determined below.  Although the eye is not functional for the character, it is an extension of Belshar’s eyes, and the patron can observe through them if he so wishes.  Once this is rolled five times, ignore all future rolls.  To determine eye location, roll 1d12:  (1) right hand, (2) left hand, (3) forehead, (4) back of the head, (5) chin, (6) chest, (7) back, (8) right knee, (9) left knee, (10) right foot, (11) left foot, or (12) nose.
3
Mission:  Belshar sends the caster on a mission to defend the integrity of the local world or the multiverse.  When this is first rolled, the mission requires the caster to travel no more than 1d5 hours, and requires the caster to defeat a minor threat whose Hit Dice are no more than the caster’s Caster Level (and are likely to be 1d3 less).  When this is rolled a second time, the threat is equal to the caster’s Caster Level, and the caster must travel no more than 1d5 days to meet this threat.  When this is rolled a third time, the threat is equal to the caster’s Caster Level +1d5, and the caster may be required to travel up to 1d5 weeks, or to another plane of existence, to meet it.  Once all three threats have been neutralized, ignore future rolls of this taint.
4
Amusement:  This seems similar to a mission, as of on a role of “3”, above, but when the caster encounters the supposed foe, it turns out to be a joke of Belshar’s.  The danger may be real, but the caster may find himself opposing a friend, discover that the adventure revolves around some horrid pun, or is otherwise designed for the amusement of the Brotherhood of Ten Wizards.  This can only be rolled three times, as with “mission”, above.
5
Lecture:  Belshar calls the caster to hear a lecture on some boring subject.  The first time this happens, the caster must travel for 1d5 x 10 minutes to attend Belshar, and must succeed in a DC 10 Will save, or he will fall asleep, and must repeat this level of patron taint before proceeding to the next when it is rolled again.  The next level of patron taint requires the caster to travel 1d5 hours out of his way, and requires a DC 15 Will save to stay awake.  The third (and final) level requires a DC 20 Will save and takes the character 1d5 days out of his way.  Although boring, each of these lectures has some relevance to events in the campaign milieu, or to the current adventure, and the caster gains a +4 bonus to a die roll of his choice in the next 24 hours if he manages to stay awake, as it pertains to the point Belshar was belabouring.
6
Mungblesh and Jawag:  If it is not enough to deal with Belshar’s sense of humour, the caster must also deal with the mad comedy of Mungblesh and Jawag.  Each time this patron taint is rolled, Belshar’s rivals play some dark joke on the caster, which is not intended to be deadly, but will make the caster’s life harder in some way.  The judge is encouraged to come up with the most twisted jests he can, and play them out against the caster in addition to the normal encounters of a given adventure.  This patron taint can only be rolled five times; ignore additional rolls.

Patron Spells:  Belshar of the Five Eyes

Belshar grants three unique spells, as follows:

Level 1:  Belshar’s Unwinking Eye.
Level 2:  Belshar’s All-Seeing Eye.
Level 3:  Belshar’s Rays of Burning Sight.


Spellburn:  Belshar of the Five Eyes


Belshar does not approve of spellburn, and grants it only reluctantly.  When a caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented therein to create an event specific to your home campaign.


Roll
Spellburn Result
1
Belshar is repulsed by the idea of spellburn, and does not grant it at this time.  Unless the caster has another patron to call upon, he cannot utilize spellburn for the next hour.
2
Belshar reluctantly agrees to grant spellburn, but will grant no more than 5 points.  The caster’s soul is connected to a benign overworld, which drains his energy (manifesting as Strength, Agility, or Stamina loss).
3
Belshar grants the effect of 1d5 points of spellburn without cost.  Unless the caster has another patron to call upon, he cannot utilize spellburn for the next 1d5 hours.
4
Belshar grants the effect of 1d5 points of spellburn without cost.  Unless the caster has another patron to call upon, he cannot utilize spellburn for the next 1d5 days.

Tuesday, 16 July 2019

Dungeon Crawl Classics - Patron Finder

Last updated 16 August 2024

It is almost 100% certain that I am missing several patrons already. Links go to listings in the DCC Trove of Treasures, and will be updated accordingly as that blog is updated.

As it stands, though, this page will help you locate patron information for your DCC, MCC, and related games.


Aakaanksha, The Granter of Pleasures
Acceptance, the Root Organ-Fractal
ACHROMA (Ad-Hoc Computer Hierarchy with Recursive Optical Memory AI)
ADEONA (Accelerated Destination Engineering & Orbital Nilspace AI)
Afara
Afgorkon
Agaderathil, the Black Between the Stars
A’goth-Amon, Abyssal Prince
A’KAS
Alboran, the Red King
Alkivasha
The Anti-Sam, Patron of the American Nightmare
Archdloos,The King of Swords
Arioch
The Arm of Vendel Re’Yune
Ar-Mammon, Lord of Hidden Treasures
Ars-Eleeta, Goddess of Technology
Atraz-Azul, Mother of Spiders
Avridar, King of Air, the South Wind, the Sirocco, the King of Storms
Azi Dahaka
Baal Zymymar
The Baba Jedza
Balancyrs, the Changeling Prince
Belshar of the Five Eyes
The Benefactors
The Benighted Pleomorphic Prion from Beyond
“Billy Jack”, An Artificial Intelligence Patron for DCC
Biloop, King of Sealife
B’kakaaw, Queen of Birds
The Black Goat
Blorgamorg, the Chthonic Snail
Bobugbubilz
The Bone Lady
Brinae, Queen of Water, Lady of the Laughing Waters, the River Maiden, the Mistress of Clouds
Buddy O’Burger
Camazotz the Death Bat
Carnifex
Castle Oldskull
Michuval, Angel of War
Midwinter Maker
Mike Fink
Modeca, the Second of Three (Ol’ Blackcloak)
Mog the Spider God
Mog’Malu
Moolineha, Queen of the Hooved
Mordines, the Shadow of Death
Morketh
Mother of Hearts
The Mother of Monsters
The Mother of Shards
Reku, the Light Giver
The Resplendent Aweswine
RIPPER
The Rope, God of Assassins
Saint Nicholas
Ssendam, Lord of Madness
Stagger Lee (a.k.a. Stackalee, Stack-o-Lee, or Stagolee), Patron of Badasses
The Star Child
Stardust the Super Wizard
Supreme Brainskull Commander
The Synod of the Astroliches
Takisaka, the Mother of Serpents
Tamar
Tamarah Pandoramicum
The Three Sisters
Torvak, the Enslaved Ape God
The Trickster
Trisdeus the Tri-God
Tsemobog: The Tongue of Hod
The Twisted One
The Two Faced Horned God, a Patron of Druids and Witches