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Monday 15 February 2016

The Flux

Great idea from another blogger:

http://inplacesdeep.blogspot.ca/2013/05/i-dont-feel-so-good.html



Basilisk Venom slowly turns its victims into a stone statue, which the creature then unhinges its jaw and grinds in its gizzard for sustenance.

Stage 1:  Muscles begin to slow.  -2 to all STR, DEX, and CON related actions.  Save each round or move to stage 2.

Stage 2: One or more limbs turned to stone.  -4 to all actions (regardless of associated ability scores), and move reduced to 3.  Save each round or move to stage 3.

Stage 3: Body is now mostly stone.  Must make a saving throw to perform any action other than screaming.  Make a save once each round or become a statue.

Giant Centipede Venom is typically meant for smaller prey than humans, but can be fatal for unlucky individuals.  Saves against centipedes of smaller than man sized have a +2 bonus.

Stage 1: Area of bite swells and becomes extremely painful.  -2 to all actions involving affected area.  Make a save each hour or advance to stage 2.

Stage 2:  Bite swells and muscles begin to cramp.  -4 to all actions.  Make a save each hour or advance to stage 3.

Stage 3:  Body is completely paralyzed.  Save every turn or die of suffocation.

Giant Spider Venom varies based on the type of spider.  The one described below assumes a spider whose bite causes necrosis.

Stage 1:  Strangely painless red welt appears.  Make a save every turn or advance to stage 2.

Stage 2:  Lose 1 hit point as welt bursts to reveal rotten flesh beneath.  Magical healing will only restore 1 hit point until poison exits system.  Make a save every day or advance to stage 3.

Stage 3:  Rot grows to cover most of limb or torso.  -4 to all actions.  Make a save each hour or die of toxic shock.

Lotus Powder comes in a variety of colors and is produced in the Land of One Thousand Idols.  The entry here is for black lotus powder, which is commonly found in traps.

Stage 1:  Vision blurs, brain fogs.  - 2 to all mental actions.  Make a saving throw each round or advance to stage 2.

Stage 2:  Character swoons.  Can be roused for 1d4 rounds before swooning again.  During waking periods character takes a -4 penalty on all die rolls.  Make a saving throw each turn or advance to stage 3.

Stage 3: Character falls into coma filled with unearthly visions.  Visions are always positive to the character, but their heavenly or hellish nature depends on their alignment.  Make a saving throw every week or perish.  Returning to stage 2  or magically neutralizing the poison is the only way the character may be roused.

Froad Poison is secreted by the strange creatures that live in the swamps.  It is extremely potent to all humanoids except Froglings and Bullywugs, which are immune to its effects.  All other creatures have a -4 to related saving throws.  Oddly, the poison of a Driffit is very similar in effect, but does not force the penalty to saves.

Stage 1:  Muscles tighten and breathing becomes laborious.  - 2 penalty to all d20 rolls and -1 to all d6 rolls.  Make a save each round or advance to stage 2.

Stage 2:  Muscles continue to tighten and heartbeat becomes shallow.  -4 to all d20 rolls and d6 rolls are impossible.  Movement decreases to 6 and is impossible in armor.

Stage 3:  Body is completely paralyzed but hideously aware.  Saving throws to return to a lower stage are made once a week.  Otherwise the victim will remain in this stage until they perish from exposure or other causes.

Wyvern Venom, while potent, is slower acting than other forms of venom or poison.  Wyverns prefer to fly down, sting an opponent, and then fly away and follow it until it perishes.

Stage 1:  Area swells and becomes excruciatingly painful.  -2 penalty to all d20 rolls and a -4 penalty to rolls involving the afflicted limb.  If stung in the leg, movement is reduced to 6.

Stage 2:  Blood begins to thin.  In addition to the effects of Stage 1, a save must be made to perform any physical action.  On a failure the character swoons for 1d4 rounds.  Make a save each day or advance to stage 3.

Stage 3:  Character collapses into a coma.  A save must be made each day or the character dies - assuming they are not eaten by a Wyvern before then.






Bishop’s Evil affects the flesh, causing it to wither and decay as though the sufferer were dead.  


Stage 1: The character feels no pain, but also can no longer regain hit points through natural healing.  Make a saving throw each month or advance to stage 2.


Stage 2: The character’s flesh begins to rot on the bone.  Character may no longer receive magical healing, with the exception of the Cure Disease spell.  Character also gains a permanent -1 penalty to reaction rolls.  Make a saving throw each month or advance to stage 3.

Stage 3: Any hits now made against the character now immediately go to the Death & Dismemberment table as though they had 0HP.  Character gains a permanent -2 penalty to reaction rolls. Characters must make an additional save each month.  Failure indicates that they may no longer be cured by the Cure Disease spell.

Devil’s Fire causes fever, sweating, foamy saliva, and eventually homicidal madness in its victims.

Stage 1: Character’s thoughts become cloudy and delusional.  -1 to all d6 based rolls and -2 to all d20 based rolls.  Make a saving throw each day or advance to stage 2.

Stage 2: Character becomes horrifyingly violent, and will react to all situations with uncheck aggression, though, strangely, not against other sufferers of the disease.  Character may also possess other delusions. Must check every two days or advance to stage 3.

Stage 3: Save or die.  A successful save means that the character has slipped into a coma.  Must make a new save every day.

The Flux is an awful disease that affects the bowels.  It is particularly common in crowded cities, and those conditions give a -2 to the initial save to catch the illness.

Stage 1: Must make a save each hour or have to spend a turn “resting.”  -1 to all d20 rolls.  Must make a save every week or advance to stage 2.

Stage 2: Character can barely move and do little else other than either sleep or defecate.  If somehow stirred to action, -2 to all d6 rolls and -5 to all d20 rolls.  Must make a save each week or advance to Stage 3.

Stage 3: Save or die.  Success indicates that the character is still alive, but must make a fresh save every day until some form of relief can be provided.

The Red Death is the most terrible disease known to the Dark Country.  It is carried by a malevolent creature whose precise nature is unknown, but it is said that he appears as a monk dressed in a blood red habit.  This disease has been known to depopulate entire villages.

Stage 1: Character gains strange, red blisters across entire body.  These are immensely painful and incur a -2 to all d6 rolls and a -5 to all d20 rolls.  Must make a new check each day or advance to stage 2.

Stage 2: Character begins to sweat blood.  Pain is all encompassing and the character may do little other than lie down and shriek.  Must make a save every day or advance to stage 3.

Stage 3: Save or die.  If save is failed, character not only dies but also has all of their blisters burst in a horrible spray of blood.  This creates a new miasma centered around the deceased.  Success indicates that the character is still alive, but their sores have begun to weep, causing contraction of the disease for anyone touching them.  This save is made each hour.

St. Gax’s Itch is a comparatively minor disease that causes skin inflammation, welts, and terrible itching.

Stage 1: Character suffers from mild itching, causing a -1 to all d20 based rolls. Make a save once a week or advance to stage 2.

Stage 2: Character is covered in itchy welts and shingles.  -1 to all d6 rolls and -2 to all d20 rolls.  Make a save once a week or advance to stage 3.

Stage 3: Character is now permanently scarred - gaining a -1 penalty on reaction rolls - but otherwise acts as stage 2.

Witch’s Dance is a strange disease that causes those afflicted to twitch and contort.

Stage 1: Character has mild difficulty with motor skills.  -1 to all d6 rolls and -2 to all d20 rolls.  Make a save each week or advance to stage 2.

Stage 2:  Character now has extreme difficulty with motor skills.  Must make a save in every new situation or fall down and convulse.  Make a save each day or advance to stage 3.

Stage 3: Character now has no control over their own body.  Constantly shift into new, more bizarre and awkward positions.  Must make a save every hour or take 1 damage from the extreme nature of these positions.  If restrained, character must make a new save each day or break through the restraints.

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