Thursday, July 31, 2014

So You Ate the Dungeon Chocolate, Now What?

Shortly after I moved to NYC, a friend was visiting who hadn't lived in such a dirty city before. I dropped a piece of chocolate on the subway platform. He, knowing me as a germophobe from our high school days, thought to be cool and daring by scooping it up and eating it. Our friends and I stared for a moment. Right away, "Subway Chocolate" became a thing with that group of pals.
Did it cause you to turn into a rat? Did it make you turn into a subway car when you got horny? (We came up with a whole awkward teen cartoon show!)

Thus: Dungeon Chocolate. That thing your PC shouldn't have touched, eaten, etc.
So you need a random effect for a PC who interacted with something they shouldn't have?
Unless stated otherwise, these can be removed by Cure Disease or Remove Curse.
"Astral Projection" by exileinblonde on Deviantart

1
You can turn your body ethereal at will for 1d6 rounds per level; each time you do, an Ability Score is reduced by 1 permanently. In addition, you return to physical form with only 1 HP.
2
You can leave your body; you see a dim reflection of physical objects, and can’t make noise or physically affect anything (although you don’t sink through the floor.) Your body is completely prone and helpless in this state. Your body dies if you don’t get back in it within 24 hours. You also have the penalties of 1 above.
3
You can reroll one roll (except damage) per game session, and take the higher. Everyone else within 40 ft must reroll their next roll and take the lower.
4
Switch one physical (STR, DEX, CON) with one mental (WIS, INT, CHA) ability.
5
Techno-Organic Virus; you get a random robot ability, but lose 1 HP permanently when you use it. If you don’t use the ability in the first round of a combat, the virus wounds you for 1d10 HP. 
6
Your flesh begins rotting and turning into toxic slime, which reforms into scarred, tumorous muscles; roll 1d6 and lose that many CHA and add to STR; next game session lose that many INT and add to CON
7
Make a CON save whenever you enter battle, are surprised, or otherwise in a stressful situation; if you fail, you vomit up roaches and other vermin for one round, in which you can do nothing else.
8
Oops, it wasn't chocolate, it was wormy poop! You get a +1 to all Poison Saves, but must eat double rations daily or heal 1 less HP from all Healing. *
9
You slowly turn into a different race or species; in 1d6 days or next gaming session roll on the Reincarnation Chart and make adjustments.
10
Automatically make all Saves VS Magic, but all magic items turn mundane in your hands (and resume being magical when you let go), and beneficial spells do not work on you. Curable by quest.
11
You receive mad visions with a 50% +level chance of gauging the potential for success of the party's current plan. After the immediate first time, you can enter this trance state in wilderness by burning certain herbs and breathing the smoke, but it leaves you helpless and bedridden for 24 hours.
12
Save VS Magic or change alignment/faction allegiance/etc. If you pass that save, Save VS Death or die.

hey this is awkward I thought of 8 more...



13
A crust forms on your extremities over the next turn. You cannot hold objects or move silently. You can attack with the hardened crust for 1d6 damage, your AC improves by 2, but if you roll a 1 on the attack the crust shatters, doing 1d6+1 to you and mangling your hands and feet.
14
A crust forms on your torso and head over the next turn. If you are wearing armor at the end of this turn, you take 2d6 damage. Your AC improves by 4 due to the crust, but any time you are hit, there is a +10% chance per To-Hit bonus of the attacker that the crust shatters, mangling your torso and head for 2d4 damage. If you are hit with a natural 20, a limb is severed (1- RLeg, 2- LLeg, 3-RArm, 4-LArm)
15
You can see in Darkness, but have a -2 penalty to all rolls in bright light.
16
Good bit of chocolate, that. You could use a cuppa, though. In fact, healing doesn't work on you any day you don't take a break of at least a turn and have some well-brewed, high-quality tea. When you do, any healing that has been attempted on you happens all at once.
17
Save VS Poison or be incapacitated for 1d6 turns.
18
What a stroke of luck! +1 to all your rolls the rest of the session.
19
Giant green rage monster: you are under the effects of an Enlarge spell as if cast by a 2d4 level Wizard for 1d4+4 rounds. You attack the nearest creature, if there are many, the last one that hurt you. 
20
Roll 1d1000 Here


* https://en.wikipedia.org/wiki/Helminthic_therapy


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