Showing posts with label curse. Show all posts
Showing posts with label curse. Show all posts

1d8 Polymorphed Wizards


1 Did it to themselves (1d12)
1 On purpose
2 As a joke
3 To prove a point
4 To win a bet
5 To escape
6 For research
7 In order to cast previously inaccessible spells
8 To pursue apotheosis
9 While drunk
10 Just because
11 On accident
12 Will never admit it

2 It was done to them (d12)
1 By a rival
2 By a mortal foe
3 By the gods
4 By their apprentice
5 As punishment for their sins (deserved)
6 In retaliation for their crimes (actually innocent)
7 To teach some lesson (details forgotten)
8 To delay their plans
9 To save them
10 For insurance fraud
11 As a joke
12 Innocent bystander to a miscast working

3 Just happened spontaneously
4 Chronic condition
5 Allergic reaction
6 Fell in a magic pool
7 Woke up that way
8 Doesn't matter, they don't want to go back


A Note on Dragons


There is a common misconception that dragons are living creatures. Oversized reptiles that are magical and long-lived with varying degrees of intelligence, but ultimately just reptiles. They are not. Dragons are not alive in any way we would recognize. They're walking calamities, natural disasters incarnated and loosed on the world.

The mere presence of a dragon warps reality around it, causing unpredictable and unnatural changes in the physical world and any creatures unfortunate enough to be exposed. At this time the exact mode of action of a dragon's destructive field is unknown. The prevailing thought is that the extreme mutagenic and corrosive effects are caused by the hyper-concentrated zones of arcane energy dragons radiate. Unfortunately there are no solid studies to support the hypothesis yet since none of the research teams who have attempted entering dragon wastes have survived long enough to collect significant amounts of data.

What we do know from the few successful dissections we have on record is that dragons are anatomically very similar to lighter-than-air vehicles like ornithopters. Their wings are only used for propulsion and steering while the lift for their flight is generated by dozens of helium bladders distributed throughout their bodies. The helium itself is a byproduct of the internal fusion reaction that dragons use to sustain themselves and generate the energy for their destructive breath.

This lighter-than-air method of locomotion is key to dragons' ability to effortlessly fly long distances. In theory they could stay aloft forever since they don't actually need to eat and can subsist off atmospheric hydrogen and carbon dioxide alone. Unfortunately dragons enjoy eating so we'll continue to encounter them for the foreseeable future.

We also know that dragons don't reproduce. They don't lay or hatch from eggs and don't birth offspring. Eyewitness accounts of draconic generation, known as apodracosis, confirm that every dragon was once another creature which was transformed into a dragon. The exact form of the nascent dragon depends on several factors: What the creature was before the curse took hold, the strength of any nearby thaumaturgic fields, and most critically their emotional state at the moment of transformation. Greed is the usual catalyst of an apodraconic event, but all-consuming rage, pride, hatred, defiance, and betrayal are common instigators as well. In rare instances dragons can form from emotions that are generally considered positive, such as love, loyalty, curiosity, determination, and selflessness. The resulting dragons are just as terrible as the more common specimens, exhibiting a twisted form of their inciting emotion and an even greater drive to seek out living things.

It's always preferable to prevent the creation of a new dragon rather than slay one that has already developed. Should you encounter something or someone displaying the early symptoms of dracosis, don't hesitate.

1d40 Magic Pools



(To roll d40 roll a d20 and d6 together. If the d6 is even, take the value on the d20 as-is. If the d6 is odd, add 20 to the d20's value.)

The pool is a...

1 Natural spring 10' deep, brilliant emerald, and perfectly clear. Breaks curses, lifts enchantments, and physically restores anyone who drink or bathes in it. Undead can't come within 30's of its edge.

2 6' wide man-made well bored 30' into the living rock. The virulently cursed jet black water is perfectly level with the stone rim. Grants immortality to anyone who drinks or bathes in it, but makes them count as undead to magic and anyone they meet. Grants wishes that mostly turn out okay if offered a coin. 13' deep layer of coins at the bottom.

3 Six separate wells carved in a circle, each 7' wide and 11' deep. Full of murky pale green mineral water, blood-warm and breathable. Complete prolonged immersion heals spiritual damage and lifts curses. 1 hour submerged restores 1 point of lost INT, WIS, or CHA. 1 day submerged restores 1 lost level.

4 Perfectly smooth undisturbed pool of violet and black water. Superheated and steaming if you're outside but immediately cool and brisk once you're fully submerged. Portal to hell. Climbing out is a bitch.

5 Shallow 20' square basin of quartz quicksand, each grain a perfectly spherical bead. Moves and ripples on its own. Stills and acts as a scrying mirror when a thinking being touches it. No limit on range.

6 Cement pond choked with royal purple waterlilies. Smell wonderful, have hallucinogenic and euphoric pollen. Swarming with magenta fireflies that sequester arcane power in their bodies. Eating them restores magic but makes your mouth glow neon pink.

7 Muddy pool with irregular banks, full of rust-orange water that smells like iron. Erupts in a geyser every 20 minutes. Turns anything that touches the water inside-out.

8 Convoluted metallic clockwork basin full of light machine oil. Restores anything placed in it by rewinding time. (Has settings to accelerate time too, it's just in reverse gear at the moment.)

9 Five-tiered fountain of faceted crystal running with streams of glowing water. Throws off thousands of tiny rainbows. Water can be bottled and carried as a light source, counts as daylight.

10 10' x 20' rectangular reflecting pool fed by a semi-circular basin fountain mounted on the wall. The sides and bottom are decorated with complex mosaics in all shades of gray. Randomly changes the color of anything that touches it. Leaches all color from items submerged more than 3 times.

11 20' circular well of dressed sandstone blocks full of faintly luminous champagne-colored water. A golden statue of a kneeling man with cupped hands raised to his mouth lies on its side at the bottom. The water turns whatever touches it to solid gold.

12 Deep 40' square pool of viscous wine-red liquid at the bottom of a stepwell. Drinking it has no immediate effect. Resurrects you the next time you die. If there's not enough of your body left to salvage, you're reconstituted in the pool.

13 Small round well of clear cerulean water 20' deep with spools of silver thread lying on the bottom. Contains an underwater labyrinth. You can breathe inside as long as you're holding a spool, but all movement is at underwater speed.

14 Tranquil cattail marsh, knee deep and 150' across full of arrowroot, orchids, and sturdy logs. Home to thousands of tiny wish-granting frogs.

15 Flooded impact scar of a meteor, lined with cracked plates of fused glass and surrounded by gem-quality tektites. The water's contaminated with an extraterrestrial virus that absorbs anyone touching it into a hivemind and dries their blood to powder in a week. Apologetic about it.

16 Average suburban swimming pool with a diving board and robo-skimmer. Strips the magic and enchantments from anything dipped in it, making the object the most mundane and unremarkable version of itself possible. Works on normal decorative details and people's charisma too.

17 Turbid charcoal gray lake, its shores covered in smooth fist-sized stones. Small boats, rafts, and floats rest half-beached at the water's edge. Touching or crossing over the water tears your soul from your body and incarnates it in the form of a symbolically appropriate animal. The change is permanent.

18 Hexagonal pool tiled in mica-flecked black marble with steps leading down into the water. Complete immersion binds a victim's soul inside their body, rendering them unable to die no matter how severe their injuries are.

19 Upwards-pointed parabolic dish of pink granite with a series of tiny mouths carved around the rim. The surface is raised in the concentric circles of a standing wave. Absorbs and records everything said within 100 miles of it. You can hear the recordings clearly if you dunk your head under, just indistinct whispers above the surface.

20 15' wide octagonal pool of crystal clear water decorated with colorful geometric mosaics along the sides and bottom. Looks shallow but is infinitely deep. You can see the bottom perfectly but never reach it.

21 12' long kidney-shaped basin of smooth white porcelain filled with a warm thick sterile saline solution. The sides are gently curved and rise a few feet above the liquid's surface, making it hard to climb out. Increases the size of living things. The effect is more powerful the smaller a creature is. Humans might only grow a few inches while microorganisms become giant.

22 Sandy-bottomed cenote of brackish sea green water thick with bioluminescent kelp that grows back instantly when cut. It's delicious, nutritious, and keeps for months when dried.

23 Plunge pool of a 50' tall waterfall that flows in reverse. Water from the pool reduces gravity's pull on the drinker by half, samples taken from higher in the falls are more powerful. Water from the very top of the falls completely negates gravity.

24 45' wide semicircular wading pool of opaque bubblegum pink serum fed by a rusty pipe coming out of the wall. Turns anything that touches it into stuffed animal version of themselves.

25 Circular bowl-shaped glass font 12' across with waist-high walls full of slowly-churning maple syrup. Occasionally visited by giant ants.

26 Jagged flooded crevasse of dark indigo-black water. The water's alive, actually an elemental in the form of a giant moray eel.

27 Gigantic white marble bathtub with gold faucets and drain plug. Can easily fit 20 people. When full lets you travel to any other body of water. If you have a portion of the tub water kept separate and protected in a container you can return to the tub but otherwise it's a one-way trip.

28 15' x 30' rectangular pool 50' deep and glowing with Cherenkov radiation. The gently-circulating water was originally mundane but has become magical, having been irradiated for centuries by the dozens of magic swords embedded in the pool bottom like spent fuel rods.

29 Natural ground-fed spring of frigid sky-blue water, sand and sediment roiling at the bottom. Occasionally bubbles up random toys.

30 Irregular stone pool of liquid amber with a convoluted bottom of glacier-scoured grooves. Hundreds of prehistoric creatures are suspended inside, held in stasis. They wake within minutes of being pulled from the amber.

31 Septagonal quartzite pool 10' on a side and encrusted with clusters of glittering crystal points. Converts non-mineral material into gem quality crystals of random minerals.

32 Steaming hot spring of milky white water with a metallic sheen. Lets you speak with the dead when the surface is completely still.

33 15' deep crater flooded with luminous silvery water. Curses whoever touches it with lycanthropy. If they've been bitten by something since the last moonrise they become a were-[that creature] instead.

34 Deep cold natural spring festooned with stalactites and stalagmites feeding a subterranean river. Home to a giant catfish named Clement who causes earthquakes when he's upset and accurately predicts the future when he's happy. Will do just about anything for processed fish food pellets and junk food.

35 Round cast iron basin 13' across and 5' deep, coated with an iridescent layer of oil and full of cobalt-tinged flames. Surrounded by neatly tended rows of popcorn.

36 Star-shaped pond full of pearlescent lilac oil that randomly swirls, stops, and reverses direction under its own power. Anything that touches it becomes unstuck in time. No control over the effect at first.

37 Massive 11-sided oak vat made of interlocking staves taken from used barrels and casks. Full of dark beer, the bottom layered with rose gold votive figurines of bundled wheat sheaves. Overpowering smell of baking bread. Home to a displaced harvest goddess.

38 Triangular well 8' on a side with midnight blue water full of floating silver flakes. Transforms the drinker's body into living liquid silver that can shapeshift into any form.

39 Waist-deep white-tiled channel 5' wide cut in a complex meandering loop that covers a 70' x 40' area. The refrigerated opalescent coral fluid circulates through the course in a gentle current. It's a liquid computer that holds massive archives of data from multiple worlds and across millennia. Intelligent, with a true AI and a verbal/holographic interface. Heartbreakingly lonely.

40 Ostentatious multi-tiered platinum fountain with dozens of jets shooting interlacing laminar arcs of water, glittering with threads of shifting color like wisps of ink that never disperse. Reads as extremely magical and makes anything that touches the water also appear to be magic, but doesn't actually do anything. Looks impressive though.












Experiment: The Tower That Follows You



The Tower That Follows You is something I've always wanted to use in a game. It's exactly what it sounds like, some feature of the world that follows the party and inserts itself into the local landscape as they move. The players can go wherever they like, do whatever adventuring they want, but that Tower is always there. It just shows up, no matter how far they travel. They never have to go in or interact with it if they don't want to, but the option is always there.

It feels like a fun mix of mysterious, ominous, and unsettling.

It's also important to remember that the thing following the party doesn't have to be a tower. I just think of towers as the default because they're dramatic and near impossible to miss looming in the distance. It could be any type of building or location like a dungeon mouth, temple, spooky old manor, or something as simple as a distinctive ornate door that keeps showing up on random walls. It doesn't even need to be man-made. The party could keep running into the same forest clearing with a fairy circle, the same tree, a particular prehistoric standing stone, or just a rip in space-time that keeps appearing.

The key things are that whatever's following is:

1) Conspicuous. Extremely obvious, easily visible, and distinctive so the players can't miss it. The rest of the world might not notice it (or think it's always been there) but the party has to know it's there and be able to recognize it as the exact same feature from past sightings.

2) Ready to go. It needs to be something the party can interact with whenever they decide they've had enough of its malarkey. That means it's got to be fully prepared and ready to run at a moment's notice.

3) A constant and unavoidable presence in the world that confronts the party just by existing. They can choose not to interact with it, but they can't ignore it's there.

The real fun is it might not even be something menacing. They might just have a fan who's a wizard with a mobile tower. No way to know for sure unless they go in and check it out.

1d12.20 Signs and Symptoms



An extensive list of 240 symptoms for your bespoke plagues, curses, and afflictions. Roll a d12 and a d20 together and treat each as a digit instead of adding them together.

(Note: I always encourage folks to look up terms they're not familiar with, but for this be careful. If you search the ones that are real medical conditions you'll find pictures of the most extreme and absolute worst-case examples.)


1.1 Fever
1.2 Hypothermia
1.3 Headache
1.4 Dizziness
1.5 Fatigue
1.6 Fainting
1.7 Chills
1.8 Shivering
1.9 Sweating
1.10 Shock
1.11 Coma
1.12 Body aches
1.13 Swollen lymph nodes
1.14 Dehydration
1.15 Thirst
1.16 Hunger
1.17 Loss of appetite
1.18 Malnutrition
1.19 Emaciation
1.20 Weight gain
2.1 Weight loss
2.2 Elevated heart rate
2.3 Lowered heart rate
2.4 Arrhythmia
2.5 Avolition
2.6 Apathy
2.7 Anxiety
2.8 Paranoia
2.9 Confusion
2.10 Mood swings
2.11 Impulsiveness
2.12 Irritability
2.13 Rage
2.14 Hysterical strength
2.15 Uncontrollable laughter
2.16 Delirium
2.17 Delusions
2.18 Amnesia (short-term)
2.19 Amnesia (long-term)
2.20 Disorientation
3.1 Stupor
3.2 Unresponsiveness
3.3 Ahedonia
3.4 Aphasia
3.5 Echolalia
3.6 Faceblindness
3.7 Desire to sleep (somnolence)
3.8 Insomnia
3.9 Nightmares
3.10 Sleepwalking
3.11 Vertigo
3.12 Hallucinations (auditory)
3.13 Hallucinations (visual)
3.14 Hallucinations (olfactory)
3.15 Hallucinations (taste)
3.16 Hallucinations (touch)
3.17 Phantom pain
3.18 Slurred speech
3.19 Formication
3.20 Loss of proprioception
4.1 Loss of smell (anosmia)
4.2 Loss of taste (ageusia)
4.3 Synesthesia
4.4 Hypersensitivity
4.5 Hypoalgesia
4.6 Numbness
4.7 No reflex response
4.8 Tremor
4.9 Convulsions
4.10 Seizure
4.11 Paralysis
4.12 Hypertonia
4.13 Arthritis
4.14 Joint pain
4.15 Hypermobility
4.16 Ankylosis
4.17 Joints fuse
4.18 Extra joints
4.19 Brittle bones
4.20 Hyper-dense bones
5.1 Bones lengthen
5.2 Bones soften
5.3 Bones dissolve
5.4 Atrophy
5.5 Muscle weakness
5.6 Muscular hypertrophy
5.7 Tumors
5.8 Inflammation
5.9 Ulceration
5.10 Necrotic tissue
5.11 Gangrene
5.12 Hair loss
5.13 Hair growth (fast)
5.14 Hair growth (abnormal)
5.15 Dry hair
5.16 Split ends
5.17 Nail discoloration
5.18 Nails thicken
5.19 Weak nails
5.20 Nails fall out
6.1 Itching
6.2 Dry skin
6.3 Cracked skin
6.4 Peeling skin
6.5 Blistering
6.6 Rash (red speckles)
6.7 Rash (ring-shaped)
6.8 Rash (pale white spots)
6.9 Rash (oval blue spots)
6.10 Rash (black threadlike strands)
6.11 Rash (fractal)
6.12 Hives
6.13 Pox sores
6.14 Necrotic sores
6.15 Weeping sores
6.16 Bubos
6.17 Warts
6.18 Bruising
6.19 Skin discoloration
6.20 Jaundice
7.1 Cyanosis
7.2 Pallor
7.3 Veins visible through skin
7.4 Skin turns transparent
7.5 Itchy eyes
7.6 Red eyes
7.7 Bloodshot eyes
7.8 Bleeding eyes
7.9 Inky black tears
7.10 Cataracts
7.11 Blindness
7.12 Color blindness
7.13 Light sensitivity
7.14 No pupilary light reflex
7.15 Pupil shape changes (rectangle)
7.16 Pupil shape changes (star)
7.17 Pupil shape changes (slit)
7.18 Dark ring around the iris
7.19 Gold ring around the iris
7.20 Increased visual spectrum range
8.1 Eyes turn entirely black
8.2 Eyes turn entirely blue
8.3 Glowing eyes
8.4 Extra eyes
8.5 Deafness
8.6 Tinnitus
8.7 Increased hearing frequency range
8.8 Sneezing
8.9 Runny nose
8.10 Postnasal drip
8.11 Blocked sinuses
8.12 Nosebleed
8.13 Bleeding gums
8.14 Pale gums
8.15 Drooling
8.16 Sore throat
8.17 Difficulty swallowing
8.18 Swollen tongue
8.19 Fissured tongue
8.20 Thrush
9.1 Tongue lengthens
9.2 Loss of voice
9.3 Goiter
9.4 Grinding teeth
9.5 Teeth turn gray
9.6 Teeth crack and erode
9.7 Teeth fall out
9.8 Teeth regrow
9.9 Teeth change shape
9.10 Teeth fuse
9.11 Teeth replaced by metal
9.12 Teeth glow
9.13 Cough (dry)
9.14 Cough (productive)
9.15 Cough (bloody)
9.16 Difficulty breathing
9.17 Pneumonia
9.18 Blood won't clot
9.19 Blood congeals
9.20 Blood powders
10.1 Blood turns silver
10.2 Blood turns green
10.3 Blood replaced by milk
10.4 Nausea
10.5 Vomiting
10.6 Heartburn
10.7 Cramps
10.8 Gas
10.9 Burping
10.10 Flatulence
10.11 Constipation
10.12 Diarrhea
10.13 Autobrewery syndrome
10.14 Clear urine
10.15 Dark urine
10.16 Bloody urine
10.17 Sky blue urine
10.18 Anuria
10.19 Excessive urination
10.20 Incontinence
11.1 Priapism
11.2 Erectile dysfunction
11.3 Infertility
11.4 Excessive menstruation
11.5 False pregnancy
11.6 No pulse
11.7 Not breathing
11.8 Growth spurt
11.9 Fingers lengthen
11.10 Bifurcating fingers
11.11 Shrinking
11.12 Sweat turns caustic
11.13 Writing appears on skin
11.14 Progressive petrification
11.15 Vomiting toads
11.16 Egg-laying
11.17 Spontaneous bleeding
11.18 Spontaneous ignition
11.19 Spores
11.20 Fruiting bodies
12.1 Hives (insect)
12.2 Budding
12.3 Involuntary bilocation
12.4 Chronic teleportation
12.5 Levitation
12.6 Involuntary ventriloquism
12.7 Can only talk backwards
12.8 Involuntary telepathy
12.9 Telepathy
12.10 Clairaudience
12.11 Clairvoyance
12.12 Immateriality
12.13 Regeneration
12.14 Immortality
12.15 Undeath
12.16 Sunlight sensitivity
12.17 Silver allergy
12.18 Allium allergy
12.19 Autophagia
12.20 Temporal dislocation


Dungeon Gifts



The Dungeon loves you. It wants you to feel safe, at home in the depths. It wants you to stay.

The Dungeon understands the unknown is scary, so it'll give you new eyes to see it. It'll tell you about itself, pouring the information into your head as gently as it can so you won't be afraid. It wants you to understand it, but it knows these things take time. It's patient.

The Acclimation Process

The more time you spend in the Dungeon the more influence it gains. The effects are well-documented and cumulative so experienced delvers often wear stopwatches or other timers as dosimeters to track their exposure. A normal progression of symptoms is:

Stage 1: Loss of anxiety and fear in total darkness. (Develops after 1 month of cumulative exposure.) [1]

Stage 2: Gain dimvision at 5, 10, 15, 30, 60, and finally 120'. (Each increase in distance takes an additional 2 weeks of exposure to develop after the onset of Stage 1. Total exposure time at the end of Stage 2: 4 months.) [2-7]

Stage 3: Gain darkvision at 5, 10, 15, 30, 60, and finally 120'. (Each increase in distance takes an additional 2 weeks of exposure to develop after the end of Stage 2. Total exposure time at the end of Stage 3: 7 months.) [8-13]

Stage 4: Gain an improved sense of direction. (You always know where north is and don't get turned around or lost in the Dungeon's halls. Develops with 1 week of exposure after the end of Stage 3. Total exposure time at the end of Stage 4: 7 months, 1 week.) [14]

Stage 5: Gain an instinctive partial awareness of the floor plan. (You know where specific locations are in relation to yourself but not the exact path to get there, only the general direction you need to travel. You know even if you've never been to the location before. Develops 1 week after the onset of Stage 4. Total exposure time at the end of Stage 5: 7 months, 2 weeks.) [15]

Stage 6: Gain an instinctive awareness of the area around you to 30, 60, 90, and finally 120'. (You know the surrounding halls, corridor branches, and rooms. Each increase in distance takes an additional week to develop after the onset of Stage 5. Total exposure time at the end of Stage 6: 8 months, 2 weeks.) [16-19]

Stage 7: Gain an instinctive awareness of the contents of rooms and the locations of the creatures around you to 10, 15, 30, 60, and finally 90'. (You know where everything in range is before you see it, including traps. Each increase in distance takes an additional 3 days of exposure to develop after the end of Stage 6. Total exposure time at the end of Stage 7: 9 months, 1 day.) [20-24]

Stage 8: Begin seeing secrets. (You automatically know where secret doors and room are, included magically-concealed features. Develops with 3 days exposure after the end of Stage 7. Total exposure time at the end of Stage 8: 9 months, 4 days.) [25]

Stage 9: Instinctively know the full exact floor plan of the level you're on, then the levels above and below you, and finally the adjacent levels 2 deep. (Each increase in distance takes an additional day to develop after the onset of Stage 8. Total exposure time at the end of Stage 9: 9 months, 1 week.) [26-28]

Stage 10: Instinctively know the full exact floor plan of the entire Dungeon. (You have complete awareness of all the Dungeon's architectural details, even ones you haven't explored yet. Develops 1 day after the end of Stage 9. Total exposure time at the end of Stage 10: 9 months, 1 week, 1 day.) [29]

Stage 11: Lose any desire to leave the Dungeon. You're home. (You live here now. Switch to a tower defense game protecting the Dungeon. Develops 1 day after the onset of Stage 10. Total exposure time at the end of Stage 11: 9 months, 1 week, 2 days.) [30]

This is only an average timeline for Acclimation. The exact speed of the progression varies between individuals, sometimes dragging on or leaping ahead unexpectedly. If you haven't been tracking exposure or lose count of how long you've been under, roll d30 to see how affected you are.

Progression can also shift dramatically based on your experiences in the Dungeon, ebbing and flowing like any other relationship. Roll d30 every time you:

- Are in total darkness
- Are injured
- Spring a trap
- Are ambushed
- Flee
- Have a near-death experience
- Watch something die
- Go without seeing the sun for 3 days
- Make a friend or alliance
- Discover something wondrous or beautiful
- Learn something about the Dungeon
- Find treasure
- Find shelter
- Eat a meal
- Sit by a fire

If the result is 5 more/less than your current exposure level, go up/down 1 step within your current Stage. If the result is 10 more/less, go up/down 1 full Stage.

The Dungeon's effects are reversible up to Stage 10, but recovery takes time. Remaining above ground with daily exposure to the sun and sky is key to undoing the changes caused by the Dungeon. If your goal is to recover you must not reenter the Dungeon before the sun's finished its work.

Reversing your exposure is literal. The effects of the most advanced stages burn away first followed by the Dungeon's earlier gifts in order.

- Knowledge of the Dungeon's levels and floor plan fades after 6 months above ground. (Stages 10-9)
- Specific awareness of Dungeon features subsides after another 3 months. (Stages 8-5)
- Direction sense disappears after another month. (Stage 4)
- Vision returns to normal in 2 weeks. (Stages 3-2)
- Anxiety in the dark returns after a solid week above ground. (Stage 1)

If you reenter the Dungeon before recovering completely you'll begin accumulating exposure again starting from the last Stage you healed to.

Once Stage 11 symptoms appear recovery is impossible.


1d12 Petty Curses

1 Stubbed toe. If there's something on the ground you'll accidentally kick it. Hard. (Can't run. DEX save if you try, trip on a fail.)

2 Rocks in your shoe. Tiny pebbles and sharp chips always find their way in, even when there aren't rocks around. (Travel at half speed. Stop often to empty your boots.)

3 Splinters. Wood, plastic, metal, glass, any material that can make brittle stabbing shards does as soon as you touch it. (CON save against infection every day. 1d6 CON damage per day on a fail.)

4 Something in your eye. Dust, lint, a stray eyelash, it'll get in there and itch, always. (Disadvantage on all rolls to see things.)

5 Always feel like you're just about to sneeze. Any minute now. (Can't concentrate.)

6 Hiccups. Now. Tomorrow. Constantly. Forever. (Can't sneak, hide, or ambush.)

7 Lose your keys. You just had them in your hand, what the hell. (All doors are locked.)

8 Itchy. Everywhere, no matter what you do. (Can't focus. WIS save when doing delicate or complex tasks.)

9 Always have words on the tip of your tongue. They're right there, but you can't find them. (Disadvantage on rolls to persuade or lie.)

10 Stuffy nose. It's entirely blocked, can't smell anything and it makes it hard to sleep. Drips. (Only get half benefit from sleeping. Unaffected by smells.)

11 Drop everything. Always fumble objects. If it's in your hand, it'll end up on the floor. (Disadvantage on attacks and DEX-related tasks. 2-in-6 chance of breaking delicate objects you touch.)

12 Food and drink always goes down the wrong pipe. Every time, never fails. You're always coughing over a meal. (CON save whenever you eat. On a success only get half benefit from potions and rations. On a fail, no benefit.)