Ranald's Wrath

The Priest of Ranald, while able to attempt more blessings each turn than the Warrior Priest, is also subject to the fickle nature of his god.  Ranald is even more fickle at times than other gods, because of his very nature.  While the Priest of Ranald may attempt more than a single blessing each turn, he should beware that further attempts, whether the first blessing was successful or not, could lead to suffering Ranald's Wrath.  If the Priest rolls a 1 for his first blessing attempted in a turn, the blessing fails and that is all, but each time he rolls a 1 on a 2nd attempt to bless and beyond in the same turn, then he must roll on the table below to see what effect he suffers from his god's wrath. Luck may be used to re-roll on the Ranald's Wrath table only once per incident and then the re-rolled result must be accepted even if it seems worse than the first result.  Though Ranald's Wrath is mostly something to be avoided, Ranald is so fickle that he will sometimes sort of "bless" the Priest even when he is wrathful!  Two of the results, Ranald's Absence and Fit of Laughter, turn the failed blessing into a successful blessing, but one of those is costly! One result The Trick's on You!, will cause the blessing to work against the Warriors.

D66 Result Ranald's Wrath   Effect in Game
11-13 Blessed Quietness! -- Ranald is very tired of listening to his Priest's too-oft-spoken mutterings. It sounds very much to Ranald like the Priest is complaining The Priest of Ranald cannot attempt any blessings whatsoever for the next 10 turns.  During this time, no matter how hard he tries, the Priest cannot even be heard by his god. Ranald will not listen.
14-16 Too Little Thanks! -- Blessings are not to be taken for granted! Ranald decides his Priest is in need of a special lesson in understanding how sacred and valuable Ranald's blessings really are.  The blessing which the Priest was attempting not only fails, but is wiped from the Holy Book and its substance vanishes from the Priest's memory. Though the Priest will remember the blessing's effects so that he may better appreciate its value, he will be unable to recall the ritual for the rest of the adventure and all the next one as well!  Afterwards, Ranald will restore the blessing's knowledge to the Priest and the blessing reappears in the Holy Book as it was before.
21-23 Ranald is Not Listening -- "I can't hear you. Speak up and in the proper tone of voice." Ranald is being a bit contrary. Not only does the current blessing fail, but Ranald is not going to listen very closely to this Priest for a while. For the rest of this Adventure, all of Ranald's blessings suffer -2 to the success rolls. This does stack with any other modifiers (both negative and positive; The Brotherhood appreciates Ranald's love of numbers!).
24-26 Ranald's Not Playing Games -- or, is he? Ranald decides to give the Priest's foes some 'good fortune'.  It seems that Ranald himself is rolling the dice! For the next two combats, roll 1D6 on the following table for each Monster Event, even those resulting from Unexpected Events.
 
1: Dangerous Monsters Roll two monster groups instead of one and place the one that is most dangerous (when in doubt take the one with the most gold value).
2: Lucky Monsters! The monsters as a group get to re-roll the first 1D3 failed dice rolls in the first turn in which they fight.
3: Beefed Up! Add 20% more Wounds to each of the monsters in the group (round normally, minimum of +1 Wound). For each monster that normally has less than 5 Wounds, give them +1 Toughness instead.
4: It's a Fighting Frenzy! This group of monsters has the Frenzy 6+ special rule. If they already have Frenzy, then add +1 to their Frenzy dice rolls.
5:Heads I Win, Tails They Lose! Same as #4 above, but once they become frenzied, each turn each frenzied member of this group of monsters has a 50% chance to attack other monsters -- even their own group -- instead of the Warriors!
6: Cheesy Monsters! Roll 1D3 for each exact type of monster and subtract the result from a random Characteristic (the same for the whole lot of the them). Minimum value for a Characteristic is 1. If the 1D3 results in more than the Characteristic can absorb, apply it to another random Characteristic and so on.

 

31-33 Ranald's Revenge -- "You've been too violent lately." Ranald strikes the Priest, causing 1D6 wounds with no modifiers.  This is to remind the Priest that violence is not nice.
34-36 Ranald is Angry -- "You have sinned against me!" The Priest must spend one whole turn doing nothing but repenting in order to satisfy Ranald. This repentance may be delayed, but it must be completed before attempting another blessing.
41-43 Ranald is Impatient -- "You try my patience." The Priest loses 1 blessing attempt from now through the end of the very next combat. If currently in a combat, then it will last to the end of this one and the next one! Example, the Priest of Ranald begins with 2 blessing attempts per turn. While Ranald is impatient with him, the Priest may only make one blessing attempt per turn.
44-46 Ranald Doubts Your Sincerity -- "Prove your Devotion." The current blessing fails as usual (for rolling a 1), but Ranald will let it succeed automatically (no blessing roll needed) on the Priest's very next attempt to gain a blessing as long as it is the very same blessing that is attempted.  This boon only lasts for this turn and the very next turn.  If the Priest attempts a different blessing on the very next attempt within the same time frame, then -1 is subtracted from the success roll of that attempt as Ranald thinks the Priest's devotion is lacking.
51-53 Ranald is Feeling Spiteful -- "So, you want divine assistance. Okay!" Ranald thinks that the Priest has been relying too much upon blessings and decides that giving him more reason to do so, will help the Priest to learn how important his other skills are. For the current combat and the next combat, or for the next two combats if not currently in a combat, Ranald takes away from the Priest the ability to use a random combat-related skill. Note that if Sleight of Hand is selected, then the Priest loses his Tricky Attack ability with Stilettos and his +1 to hit with all small blades, but duel-wielding is not taken away, since it is needed for some other skills to work.
54-56 Ranald's Absence -- A God of Chaos Answers your Prayer instead! Well, the Priest's blessing would have failed, but now it works (just as though Ranald had granted it). However, the dark gods send a "companion", a random daemon of the current Dungeon Level (or from one level above if none are available on the current level) appears next to the Priest, or as near as possible, ready to devour him.  The daemon will attack the Priest if at all possible every turn until it is defeated.
61-63 The Trick's on You! -- Ranald decides it is time to play a trick on his Priest. The blessing the Priest was attempting will be granted, but not as the Priest desired. The blessing will instead benefit the Priest's enemies.  If this seems unfeasible, then try some form of reversal of the blessing's effects.  Example, if a blessing gives a re-roll to a Warrior for to hit or damage, then a random monster gets it instead. If that is not a logical possibility, then the Warrior could be forced to roll an extra dice and take the worst result. Another Example: If Bamboozle is the blessing, then the monsters can control one of the Warriors this turn.
64-66 Fit of Laughter -- As when a child sometimes needs discipline, but the parent is made to laugh until disciplinary action is forgotten, so sometimes it is with Ranald. Ranald gets mad for a moment and then bursts out in a fit of laughter, admiring the fun-loving, foolhardy antics of his loyal priest. Effectively, Ranald lets the Priest off the hook, this time... and even grants that the blessing, which should have failed, is now successful!  However, keep track of this. The very next time the Priest is required to roll for Ranald's Wrath, if the Fit of Laughter result is rolled, even if the result of using Luck to re-roll, it must be re-rolled until another result is gained.