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Klarvgorok

Patron

DCC ANNUAL · p.78

Open source p.78

Patron Taint

1There are no secrets, now. The first time this result is rolled, the caster must answer truthfully the first question he or she is asked, no matter who asks it or at what risk the true answer is given. The second time this result is rolled, the caster must make a Will save (DC 8) to lie, no matter the circumstances. Each time this result occurs, the Will save must be rolled at +2 to the original value—DC 8 becomes DC 10, DC 10 becomes DC 12, etc.
2Avian extremities. The first time this result is rolled, the caster’s legs elongate and become thinner and bonier, with scaly patches on some parts of the flesh. The second time this result is rolled, the caster’s feet elongate, and the toes fuse such that there are three digits instead of five, and the caster’s legs become more birdlike, with yellow, squamous lower parts, and partly-feathered upper parts. Roll 1d8 for type of bird: (1) chicken; (2) turkey; (3) crow or raven; (4) ostrich or emu; (5) flamingo; (6) vulture; (7) swan or goose; (8) heron or crane. The third time this result is rolled, the caster’s feet and legs are fully transformed into bird legs, and the PC’s proportions and gait match those of the type of bird whose legs she has gained (i.e., a crow may hop instead of walking, while a heron takes long, graceful steps). Judges may also grant PCs with appropriate animal parts (e.g., rooster or ostrich) a melee kick attack which causes 1d4 damage (normal Strength modifier applies).
3The eyes have it. The first time this result is rolled, the caster’s eyes become more sensitive to light, granting limited infravision (20 feet, but not in total darkness); however, in bright sunlight, any check involving vision must be made at -2. The second time this result occurs, the caster gains true infravision (60’); in normal lighting, he or she must make visual checks at -2, and at -4 in bright sunlight. The third time this result occurs, the caster’s eyes swell and grow (including the surrounding bones and muscles) to become like those of a nocturnal mammal (e.g., a cat, a rat, an opossum, an owl) of the judge’s choice. These changes, if not hidden, make it difficult for the caster to interact with anyone other than another wizard, and Personality checks with non-wizards must be made at -2. The fourth, fifth, and sixth rolls of this result should cause the caster’s whole head to transform into an enormous, single eyeball. On the fourth roll, the existing eyes merge into one. On the fifth roll, the eye begins to swell and bulge from the caster’s skull, and the caster’s neck begins to elongate and become more mobile. On the sixth roll, the skull itself swells to encompass the eyeball, which is approximately 12 inches in diameter. The caster’s powerful and flexible neck allows the eyeball to look in any direction, and to dart rapidly from position to position.
4The light of his eyes. The first time this result is rolled, the caster’s eyes acquire a glow, though it’s difficult to see except in dim light or darkness. Roll 1d6 for color: (1) red; (2) orange; (3) yellow; (4) green; (5) blue; (6) purple. The second time this result is rolled, the caster’s eyes glow more brightly, and the glow can be seen in all but the brightest of sunlight. The third time this result occurs, the caster’s gaze will be able to cause minor damage if it lingers on anyone or anything (1 point per round). If the thing it lingers upon is combustible, the object will catch on fire after 3 rounds of continuous attention. This effect does not occur if the eyes are closed.

Spellburn

1A vision of the Merciless Gaze strikes the caster blind for 1d3 turns, as Klarvgorok steals her eyes, for a time, for his own inscrutable purposes. This blindness cannot be healed by normal means or a cleric’s lay on hands, as the eyes are not damaged, but simply gone for a time.
2Klarvgorok requires a mortal shell with which to wander the material plane. At some point in the near future, the caster must grant Klarvgorok the use of her body for a period of 3d24 hours. During this time, Klarvgorok may do things the caster will come to regret, but may also provide the caster with entrée into the hidden world of the powers that hold sway in her locale. Judges are encouraged to use this result to create links between the caster and various NPCs (e.g., an acolyte within a local temple, a noble in the ruler’s court, a ship’s captain) to establish connections to organizations or institutions (e.g., the thieves’ guild, conclaves of wizards, nameless death cults), or otherwise to integrate the caster and her adventuring party with the people and things that are happening beyond their immediate attention, and to immerse them in the larger affairs of the game world.
3Klarvgorok requires your knowledge. The caster loses a random spell already known for 1d6+1 days. She cannot relearn the spell until the time has passed, even if she rests. It is unknown what happens to such spells, where they are taken, or what Klarvgorok does with them. When the spell is returned, the caster should make a Luck check. If successful, the caster may thereafter cast that spell with a +1 bonus. If it is failed, the caster must thereafter cast the spell at a -1 penalty. On a critical success (natural 1 on the Luck check) the caster may instead opt to cast that spell with an improved die (+1d on the dice chain). On a critical failure (natural 20 on the Luck check), the caster may choose either to cast that spell at a permanent -2 penalty or to cast it using a diminished die (-1d on the dice chain).
4The caster takes on the Merciless Gaze for 2d24 hours. Though it is beyond mortal comprehension why he would do so, Klarvgorok wishes to observe the world from his minon’s perspective. During that time, Klarvgorok will take no overt action, but the character’s uncompromising stare alienates her from normal folk, who sense her otherworldly connection to Klarvgorok, even if they don’t know why they feel that way. Any interactions with NPCs during this period (except for attempts to intimidate) are at a -4 penalty. Attempts to intimidate, however, are at a +2 bonus.

larvgorok resembles nothing more than a tremendous blood-shot and dual-lobed eyeball perched almost comically on a pair of birdlike legs. He never blinks and sees beyond time and space. (Refer to DCC #80 Intrigue at The Court of Chaos, p. 5) Those who seek Klarvgorok do so only at great need: need for secret knowledge and true-seeing; need for devices and abilities to divine the truth in a world of lies and deceptions; need to find a path when there seem only to be dead-ends. Klarvgorok’s aid always comes at a price, for his appellants must provide him with new knowledge and betray the secrets they hold most dear. Invoke Patron check results: Note: Klarvgorok recognizes that the correct tool must be used to ferret out the secrets of the universe. The caster may make a Personality check (DC 10) to influence how Klarvgorok responds to his invocation. If successful the PC may choose between the result rolled and any lower result. 12-13 Klarvgorok’s gaze is focused elsewhere, now, but he sends a minion to aid the petitioner. The creature is an unnatural rat (or other rodent of the judge’s choice) whose large eyes glitter with malevolent intelligence. It will observe and/or inspect a creature, object, or location for up to one hour. It is up to the player to provide the specifics of its task. For example, “Look around the house,” would be less likely to locate a hidden grimoire than, “Search the study, first, including every cabinet, chest, and compartment, hidden or otherwise.” The creature will return after one hour to report what it has learned in a shrill, chittering, evil-sounding language that is somehow intelligible to the caster but to no one else. 14-17 Klarvgorok warps the caster’s senses, imbuing them with the power of Chaos. For turns the character gains infravision and the ability to see through up to 3 feet of wood, 2 feet of stone, or 1 foot of metal, if it is not somehow magically warded against intrusion. 18-19 Klarvgorok grants the appellant access to forbidden lore. The caster may learn, temporarily, the cleric spell second sight. The spell may be cast with automatic success at the 12-13 result; or the caster may make a spell check at in hopes of achieving a higher result. 20-23 Klarvgorok provides intimations of the immediate future for rounds, granting the caster a to any single roll. 24-27 For the next +CL rounds, the caster’s touch provides understanding of occulted information about any object or creature touched. If an object, the origins, purpose, or properties of the object are revealed, including magical properties, if any. If a creature, the caster gains insights about its personality, intentions toward the caster, and general motivations. If it is an intelligent creature, the caster can, with an opposed Will check, learn something the creature would like to keep secret (where it hid the gold, who sent it to kill the caster, etc.). 28-29 Klarvgorok grants the caster unerring ability to locate any single object, creature, or location hitherto unknown. The character may determine its direction and approximate distance, but not what might lie between the caster’s location and that of the item in question. This ability lasts for 1+CL days, or until what is sought is located. 30-31 The power of Klarvgorok’s piercing gaze is granted to the caster. For the next +CL rounds, the character’s eyes (including the Third Eye) blaze with blackest light, granting the ability to see with great clarity for a mile in any direction, unimpeded by any interposing substance or object. During this time, the caster also may focus the gaze on any single object or creature and either inflict +CL damage (no save) or determine specific facts about its origins, purpose, motivations, intentions, or other properties. 32+ Klarvgorok’s gaze sees all. The caster gains the ability to get true answers to +CL questions asked of any creature. The specificity of the answer, of course, depends on the specificity of the question asked. However, the information provided will address, as specifically as possible, the question asked, to the best ability of the creature to answer it. Creatures of hit dice equal to or greater than the caster may attempt a Will save against any question asked, but those with fewer hit dice must answer without saving, truthfully and to the best of their ability. The answers are understandable to the caster, even if the creature’s language is not known.