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Hazards, Diseases and Curses.

Posted by A Malign PresenceFor group 0
A Malign Presence
GM, 40 posts
Fri 12 Oct 2018
at 06:07
  • msg #1

Hazards, Diseases and Curses

Storms
Natural weather like rain storms and snowstorms can inflict attack penalties. A light misting of rain or a brief flurry has no mechanical effect, but steady rain or snowfall inflicts a -2 penalty to attack rolls due to poor visibility. Particularly severe storms can inflict a -4 penalty to attack rolls.

Privation
If an adventurer is lacking something - food, water, sleep, warm clothing or the like - that the GM considers necessary for survival, the GM can call for a privation save. This is a Health save that will inflict 1d4 damage on a failure.

The next day, the GM will call for another privation save if the group still lacks the necessary supplies to survive their current climate. On the second day of privation, a failed Health save inflicts 1d6 damage, the size of the die increasing each day. On the third day a failed save inflicts 1d8, 1d10 on the fourth, 1d12 on the fifth, and 1d20 on all subsequent days until the adventurer dies.

Even characters that succeed on their Health saves suffer from privation. For each day of privation, the characters take a -1 penalty to skill checks and attack rolls, up to a maximum of -4.

Wightstorms
Cursed storms drifting in from what remains of Golinlund, wightstorms consist of freezing rain, hail, sleet and rain. They are accompanied by the "the dread," which manifests as fear, unease, paranoia, or despair. Some individuals don't experience any sort of emotional changes, but all report a sense of "psychic pressure" while under wightstorm clouds, a distracting and will-sapping sense of doom.

Wightstorms amplify the physical discomfort of ordinary weather. Creatures in a wighstorm take penalties to saving throws and attribute checks equal to the attack roll penalties of the weather. Thus most wightstorms inflict -2 to all checks, while severe wightstorms inflict -4.

In addition, the freezing cold of a wighstorm will cause 1 damage per turn to anyone exposed to the precipitation. The spell Resist Cold will negate this damage. If any humans are killed from this damage, or if the precipitation makes contact with any human corpses, they will rise draugr within the hour.

Finally, wighstorms also have the peculiar effect of suppressing fire and ignition in their area of effect. Candles, torches, fireplaces, and other sources of fire will continue to burn if shielded from the wind and rain of a wightstorm, but it is impossible to light a new fire while under the effects of the dread. Flint and steel will simply fail to produce a spark, and wicks and torches touched to live flame will inexplicably refuse to catch. Firearms also cease to function in wighstorms, though daemonlock weapons are specifically designed to still fire in wighstorms.

Cave-Ins
Venturing into neglected ruins would be dangerous, even if it wasn't for the craven warlocks and monsters lurking inside. Some decrepit ruins risk crumbling beneath the party's feet, especially if they begin deploying explosive weapons.

The GM will set a baseline cave-in risk level, ranging from 0% from freshly built and well-maintained modern buildings, to 90% for badly magic-warped areas or ancient and decrepit ruins that predate the Fall by centuries. Most buildings that were abandoned during the Fall have a cave-in risk of 10-30%.

Once the risk reaches 25%, 50%, and then every 10% percent thereafter, the GM will check to see if a cave-in occurs by rolling a 1d100. If there is a cave-in, creatures will have 1d4 turns to leave the structure before the whole thing collapses. Players can survive with a single hitpoint with a successful Health save, but will either need to be rescued from the rubble or somehow dig their way out. Most creatures and NPCs die in a cave-in.

Explosives will increase the cave-in risk of an area if used inside a dungeon, underground, or in a structure. Cave-in risk will increase regardless of whether the explosives are used by the players or someone else. Ordinary grenades will increase cave-in risk by only +1%, but larger explosives can easily obliterate a structure.

Kikimora
A daemonic summoning that persists for a year and a day becomes a kikimora, the daemon's influence extending beyond the summoning circle and subtly warping the surrounding environment. This contamination is minor but noticeable, affecting creatures or objects that stay within the kikimora's sphere of influence for 24 hours or longer. How large a kikimora's sphere of influence is depends on how long it has persisted and how powerful the daemon is. Servitors create small areas of kikimora influence, while lords can cover miles. The exact dimensions of a kikimora's zone of control is up to the GM, but below are some general guidelines:

Servitor Kikimora: Affects an area the size of a large building like a cathedral or fortress, 1 edict with a CL of 1.
Duke Kikimora: Affects an area the size of a small village, 2 edicts with a CL of 5.
Lord Kikimora: Affects an area a town, or a significant portion of a city, 3 edicts with a CL of 10.

In addition to taking on a cosmetic resemblance to their daemonic patron in some manner (as determined by the GM), kikimora exhibit what daemonologists term "edicts" in their zone of influence. Edicts are spells that trigger seemingly spontaneously in response to certain stimuli. For example, one kikimora could reflexively cast Bestow Curse on anyone who breaks a teacup in their demense, while another could cast Cloudkill any time someone utters a lie. The triggers can range from the highly specific ("Cure Light Wounds targets anyone who utters the magic phrase within the area of the kikmora") to the incredibly broad ("Ray of Death targets any humans that enter the area of the kikimora"). Kikimora with a few obscure edicts, or even beneficial edicts, can be safely traversed. Others are incredibly dangerous no-go zones, doomed to curdle into immanences.

If the ritual circle causing the kikimora can be discovered, the initial summoning can be disrupted and the kikimora will instantly collapse. All edicts will immediately cease, and any persistent magical effects the kikimora created (summoned creatures or animated undead, for example, or ongoing spell effects like domes of Continual Light) will be dispelled as if targeted by Dispel Magic with a CL of 20.

Disrupting a kikimora isn't as easy as ending a summoning, and requires more than simply scuffing out a salt circle or re-arranging some runes. The pervading spirit of the kikimora needs to be removed from the area, requiring a banishing check. Knowledge of the seal of the daemon causing the kikimora will add a +2 bonus to the check.

Morale checks versus the source of the kikimora take a -1 penalty, in addition to any penalties the daemon naturally possesses due to its specific nature. Confronting a kikimora is almost confronted a "too-real" daemon, and is truly terrifying for even practiced daemonologists.

Immanence
A kikimora that persists for seven years becomes an immanence, their domain of influence growing larger, permanently distorting reality around the summoning site for miles around.

Servitor Immanence: Affects an area the size of a town, or a significant portion of a city, 3 edicts.
Duke Immanence: Affects an area the size of a city, or several hundred square miles of wilderness, 3 edicts.
Lord Immanence: Affects a city and hundreds of square miles of wilderness, 3 or more edicts.

In addition to the above, immanences attract changelings from the across the world, and most immanences have 2d6 changelings in attendance, in one form or another, with many more possible (at the GM's discretion). Those that lack changelings tend to spawn tribes of 3d6 trolls instead, with other suitable constructed or conjured servitors possible at the GM's discretion.

One of the more startling traits of the immanence, and what sets it apart from the lesser kikimora, is its ability to move its apparition outside of the summoning circle. The immanence can freely travel its domain, forcing Morale checks on any who witness it, but it cannot leave its area of effect, which is still determined by its summoning circle. Destroying the summoning circle or banishing the immanence (which requires access to the summoning circle) is the only way to end it.

Banishing an immanence is very difficult, with servitors inflicting a -1 penalty to the banishing check, dukes inflicting a -2 penalty, and lords inflicting a -4 penalty. Knowledge of the daemon's seal is necessary to even attempt the check. Failed banishing attempts even harm the banisher, dealing 1d4 damage for servitors, 1d6 for dukes and 1d10 for lords.

Morale checks versus the source of the immanence take a -2 penalty, in addition to any natural Morale rules or penalties for the daemon causing the immanence. Failing to banish an immanence causes the daemonologist to reroll their Morale check, and make an Aura save or lose a CL.
This message was last edited by the GM at 01:22, Mon 10 May 2021.
A Malign Presence
GM, 41 posts
Fri 12 Oct 2018
at 06:26
  • msg #2

Hazards, Diseases and Curses

Curses

1 - Lose half of your Strength attribute, rounded down. This cannot reduce your Strength to less than 3.
2 - Lose half of your Dexterity attribute,  rounded down. This cannot reduce your Dexterity to less than 3.
3 - Lose half of your Constitution attribute,  rounded down. This cannot reduce your Constitution to less than 3.
4 - Lose half of your Intelligence attribute,  rounded down. This cannot reduce your Intelligence to less than 3.
5 - Lose half of your Wisdom attribute,  rounded down. This cannot reduce your Wisdom to less than 3.
6 - Lose half of your Charisma attribute,  rounded down. This cannot reduce your Charisma to less than 3.
7 - The cursed subject takes a -2 penalty to saving throws.
8 - The cursed subject takes a -4 penalty to attack rolls.
9 -The cursed subject is doomed to be attacked by d20 + the subject's caster level likho. Creatures without a caster level are considered to have a CL of 1. The likho mysteriously appear from behind doors, corners, and the like, as is their nature. The attack occurs at a moment of the GM's choosing. Removing the curse can prevent the attack.
10 - The cursed subject will be attacked by their doppleganger the first time they see a reflective surface. Removing the curse can prevent the attack.
A Malign Presence
GM, 44 posts
Sat 13 Oct 2018
at 02:04
  • msg #3

Hazards, Diseases and Curses

Natural Diseases
Natural diseases are those caused by normal microbes and natural causes. A saving throw is rolled when the subject is first exposed to the disease; on a successful save, they aren't affected, their immune system taking care of the pathogen on its own.  If the disease comes from a natural source in the world, the exposed individual makes a Con-based physical saving throw. If the disease is caused by the spell Cause Disease, then they need to make a magical saving throw to avoid infection. If they fail the save, they are infected. The disease incubates until the symptoms appear at a time of the GM's choosing (usually 24 hours later, or immediately after the character next rests).

If infected, the victim needs to make a Con-based physical saving throw every 24 hours after the initial onset of symptoms. If they succeed on three of these saves, the disease has run its course, and the subject is cured. If they fail on three of these saves, they have succumbed to the disease and die after the third failed save. This means dying from a disease requires four failed saving throws - one to be initially exposed to the disease, and then three more failed saving throws to actually die from it. The disease will persist until the target rolls three successful saves (and recovers), rolls three unsuccessful recovery saves (and dies), or is cured by the spell Cure Disease. Natural diseases may be contagious or not at the GM's discretion.

1 -Fever - Lose half of your Intelligence attribute,  rounded down. If this reduces your Intelligence to 2 or lower, you die.
2- Convulsions - Lose half of your Dexterity attribute,  rounded down. If this reduces your Dexterity to 2 or lower, you die.
3- Consumption - Lose half of your Constitution attribute,  rounded down. If this reduces your Constitution to 2 or lower, you die.
4- Skin Pox - Lose half of your Charisma attribute, rounded down. If this reduces your Charisma to 2 or lower, you die.
5- Gangrene - You can no longer restore hitpoints through non-magical means. You gain a +4 bonus to saves versus this disease if you are at full hitpoints. At the GM's discretion, you can cure this disease by removing your left or right hand.
6- Wracking Cough - You take a -4 penalty to attack rolls and a -2 penalty to skill checks until cured.

Magical Diseases
Magical diseases are identical to natural diseases as described above, with the exception that all saving throws used are always magical saving throws.

1- Delirium - Lose half of your Wisdom attribute, rounded down. If this reduces your Wisdom to 2 or lower, you are rendered permanently insane. Treat this as if being permanently under the effects of the Confusion spell. The only way to remove this insanity is with the spell Wish.
2- Enfeeblement - Lose half of your Strength attribute, rounded down. If this reduces your Strength to 2 or lower, you die.
3- Petrifying Curse - You can move your speed or take an action during a combat round, but not both. Instead of dying on your third failed recovery save, you are instead completely petrified. Only the spells Polymorph Any Object or Wish can restore a petrified individual to life.
4- Zombie Contagion- You take a -2 penalty to saving throws until cured, with the exception of saving throws to recover from this disease. Instead of dying on your third failed recovery save, you are instead transformed into a hostile zombie. Anyone bitten by a zombie created by this disease also contracts this disease.
5- Doom - You are unable to use Valor for any purpose until this disease is cured. You take a -2 penalty to saving throws until cured, with the exception of saving throws to recover from this disease. On a third failed recovery save, the infected individual appears to die from an extremely unlikely accident, a freak occurrence, or natural causes.
6- Spontaneous Combustion - You take a -2 penalty to saving throws until cured, with the exception of saving throws to recover from this disease. Instead of dying on your third failed recovery save, you instead explode as if the Fireball spell was cast on you, with a CL equal to your CL, and your body at the epicenter of the blast. Your body is reduced to ashes.
This message was last edited by the GM at 22:21, Sun 27 Jan 2019.
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