#1
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Dice Rolling
01-10 The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. 11-20 The character escapes to their own mental dream world. Each day when you arise from reverie you have a 10% chance to imagine you are living in a personal dream world. Disadvantage on skill and ability checks. 21-30 The character suffers extreme paranoia. You immediately distrust any drow who is not from your family. Disadvantage on insight when dealing with drow. 31-40 The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. 41-45 You are no longer capable of reverie and must sleep. You require 6 hours of sleep per day but are still immune to the sleep spell. 46-55 The character becomes attached to a "lucky charm," such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. 56-75 In Stressful situations the character falls unconscious. DC 14 will save. No amount of jostling or damage can wake the character for 1d4 rounds. 76-85 The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn't recognize other people or remember anything that happened before the madness took effect. 86-90 The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells. 91-100 You were not driven mad.
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She/Her || DM Village Survival || DM Knights of Justice || DM War of the Spider Queen
Last edited by Ysolde; Dec 2nd, 2022 at 01:34 PM. |
#2
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Injury Check
01-10 Facial scarring. +2 Intimidate -2 Deception 11-20 Lose a hand. You lost one of your hands and have a fake hand. Disadvantage on Athletics checks 21-30 Lose an arm. You lost one of your arms you may not use two handed weapons. You may use a shield with a false arm -1 AC. 31-40 Lose an eye. Disadvantage on Perception checks 41-45 Lose a foot. Your speed is reduced by 5 feet 46-55 Lose a leg. Your speed is reduced by 10 feet. 56-75 Died and raised -1 Con 76-85 Lose your tongue - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells. 86-95 You were not injured 96-100 PTSD - Roll on the Madness table
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She/Her || DM Village Survival || DM Knights of Justice || DM War of the Spider Queen
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#3
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Magical Accident Check
01-10 You radiate a permanent light glow. Invisibility spells do not work on you. 11-20 You were polymorphed into a small animal or insect. Pick a small animal or insect. When targeted by a hostile spell there is a 10% chance the polymorph spell goes off again. Spell wears off in 3 minutes. 21-30 Died and raised -1 con 31-40 Sticky hands. When attempting to throw or drop an item there is a 30% chance it is not thrown or dropped. 41-45 Insomnia spell. You are no longer capable of reverie and must sleep. You require 6 hours of sleep per day but are still immune to the sleep spell. 46-55 Accidental flames. After any fire based spell you cast there is a 10% chance you burn one item in your inventory that is flamable. 56-75 Demonic Influence - You visited the lower planes and a demon or devil there has some hold on your soul. 76-85 Aphasia - The character loses the ability to speak. You may only communicate in Drow Sign or other non-verbal communication. You can still cast spells. 86-90 Driven Mad - Roll on the Madness table 91-100 You were not involved in a magical accident
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She/Her || DM Village Survival || DM Knights of Justice || DM War of the Spider Queen
Last edited by Ysolde; Dec 2nd, 2022 at 01:35 PM. |
#4
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Feel free to roll here
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She/Her || DM Village Survival || DM Knights of Justice || DM War of the Spider Queen
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#5
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Injury check
Dice Roll:
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#6
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Dice injury check:
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#7
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Dice Roll:
Uhm.. madness Dice Roll:
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You are who you choose to be... but nothing is free. Last edited by Tydorei; Dec 2nd, 2022 at 12:42 PM. |
#8
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Let's get this over with now, shall we. Magical accident time!
Dice Magical accident:
Weirdly, that might even make sense for what I'm contemplating. In an effort to know just how horrible this effect is, though... Ysolde, is that on ANY spell or only hostile ones? If I get tagged with cure wounds, am I at risk of devolving? Last edited by HashtagBryn; Dec 2nd, 2022 at 01:04 PM. |
#9
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Just hostile. I'll make sure that is spelled out above!
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She/Her || DM Village Survival || DM Knights of Justice || DM War of the Spider Queen
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#10
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Whew! Well, that's good. It's still a pretty horrifying effect that I imagine I'll have some mechanical questions about eventually, but I can at least get to backstory writing!
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#11
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Dice Roll:
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#12
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Dice Injury:
I lost an arm in Melee Magthere...Perhaps the non-arcane? Dice Madness:
Dice Magical Accident:
Last edited by Hal Hammerhand; Dec 4th, 2022 at 09:01 PM. |
#13
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Dice magical accident:
sticky hands
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I'm not intellectually arrogant, I'm just right all the time Last edited by Togot; Dec 2nd, 2022 at 07:39 PM. |
#14
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Dice Injury Check:
Dice Magical Accident Check:
Last edited by OsmundCinderholt; Dec 3rd, 2022 at 07:22 PM. |
#15
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Dice Dice Injury Check AKA Is the +2 worth it.:
Missing an eye. Not the worst one. Will have to consider. Last edited by Dukklord; Dec 4th, 2022 at 09:12 PM. |
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