Hubris Recap, Group 1, Sessions 5 and 6- Life and Mostly Death and the People of the Pit

After canceling a session and also running a playtest for a Hubris module I am writing with Group 1, we are back on track and continue where our last adventure left off with starting the PEOPLE OF THE PIT module.

WARNING: This will have some spoilers for the People of the Pit Module, but I will TRY to keep them to a minimum.

Session 5

Players

John- Ekrask

Fletch- Human Cleric of Drallic the Flayer

Liam- Carrion Eating Mutant

Cybill (NPC)- Cleric of Yelsa, Goddess of Sex and Violence

This session started off with several players announcing that they’d be unable to attend- oh well that stinks- so as one does in Hubris, Cybill magically appeared and the players then demanded that several of the town folks come with them to be bullet catchers…  er..  I mean provide support.

What lurks within the shadows...?

What lurks within the shadows…?

The group made their way to the pit and  I described the area where the village girls had been sacrificed for centuries.  After looking around the players decided to venture down the staircase and into the very pit itself, with both of Fletch’s red shirts taking the lead.  After about 50 steps, several grey cloaked figures emerged from a crag.  All had featureless-rubbery faces with small tentacles wiggling from their flesh.  One ran forward and began to attack Fletch’s minion while the other four began to issue a eerie moan-like chant.

Cultist

Fletch’s red shirt killed the cultist in one hit, and I sensed a sigh of relief from my players…  a “Oh this is gonna be EASY!!” type elation..  UNTIL I described the cultists stomach bulge and a disgusting tentacle horror burst from it and fly at the red shirt.  It slapped him in the face and killed the poor lil mook in one hit.

Fletch decided to step in front of his mook and bring these abominations down in the name of Drallic the Flayer!!  But he failed (horribly) on his Reflex save and slipped on the stairs and fell into the mists of the pit and to his death.  Thus bringing the leveled character death toll to two thus far (in both groups).

Come on!!  Gimme a kiss!!

Come on!! Gimme a kiss!!

Fletch’s remaining minion (a grave digger) managed to kill another cultist AND both tentacle horrors before the whole group fled back up to higher ground so they could fan out and work together.

The fight was quick after that.  Both sides rolled poorly after that (mostly my enemies), and after the fight was over I decided to call the night because there was no way with only 2 level ones and a bunch of minions they were going to be able to proceed.

I told Fletch he could make his grave digger into a level 1 character.   He decided to go with a Shadowdancer.

Session 6

Players

John- Ekrask

Fletch- Human Shadowdancer

Liam- Carrion Eating Mutant

Cybill (NPC)- Cleric of Yelsa, Goddess of Sex and Violence

Omar- Human Alchemist

Stephen- Murder Machine

This session started back at the pit, each player having 2 red shirts from the village and Liam also controlling Cybill.  The group proceeded back down the stairs into the pit more carefully this time, but still fell prey to sneaking grey robed cultists and traps.  Omar lost both of his minions- one died when the Omar’s alchemist attempted to burn the creature off his compatriot with a torch, setting both of them ablaze.

The second triggered a trap in a crawlspace and got a small sickle to the forehead.

John’s Ekrask was dropped to zero HP by a similar trap, but his minion quickly dug through John’s stuff, found a healing potion and shoved it down his throat in the same round.

The group explored quite a bit more and Omar became fixated on a small room where water dripped from the floor to the ceiling.  He shot his wheellock pistol at the water on the roof, deafening himself for 7 hours due to it being such a small room.  He then decided that the room must die and was about to commit suicide by causing all of his bombs to explode.  Stephen’s minion arrived in the nick of time and stopped him.

Now there is a way in this module to skip quite a bit of the dungeon.  My players found it and ventured down into the depths, bypassing a large portion of section 1.

In section two the group found 4 slaves working a mill which was grinding up grey chunks of what looked like dehydrated flesh.  Mmmmmm..

Fletch cloaked himself in shadows and moved into the next room, discovering a training area full of baddies.  6 gray robbed uglies, 3 yellow ones, and an impressive looking crimson robbed mutha.  Fletch sneaked back to the group and they formed a battle plan.  The room with the slaves forms a choke point where the cultists would have to come through.

Once combat got started Stephen threw a glue grenade, stopping all 6 grey robes in their tracks.  Omar threw a bomb, killing all six of them..  Now they just had to deal with the six tentacle horrors.

Liam, who has a whopping 6 HP at level 2 (Stephen takes the cake with 4 at level 1- who is SUPPOSED to be a meat shield), attempted to free the slaves that were attached to the mill, in order to bolster their numbers.

They yellow robbed cultists started chanting and a massive tentacle shot through the catacombs, smashing part of the mill and killing one of the four slaves.

Tentacle

We had to leave off their for the night because it was getting late.  The group did really well and are ready to kick some ass (or get their ass kicked) next session!!!


Hubris Recap- Group 2, Session 5- A Strange Turn of Events… and Fun at a Bathhouse

Players:

Gene- Human Warrior

Chuck- Half Demon

Jason- Half Demon

Nate- Murder Machine

Omar- Alchemist

Cybil- NPC- Human Cleric of Yelsa, Goddess of Sex and Violence

Consequences of Actions

Last session the group finished up the Portal Under the Stars module that is included in the awesome DCC rulebook.  I reminded them that there is now a large red star in the sky that wasn’t there prior to descending into the sewers…  Though they really don’t know what that means at this point.

The group started off the session with selling off some stuff and then looking for a place to clean all the blood and shit off of them.  They were in the Angels District of Fairweather (I used my City District Generator to get a quick feel for the area).

Here is the Angels District:

The Thieves Guild is believed to be actively recruiting after losing many of its novice members after an unsuccessful venture.

A circus is in the district!  Come see the freaks!  Games!  And exotic animals!

All the doors in the district are upside down.  It is believed to ward off evil spirits, as it confuses them.

That was more than enough for me to go on and give it more flavor.  The group found a Madame Velar’s Bathhouse of Pleasure.  They were greeted by the batty old kenku matron.  Nate and Chuck went the safe route and just wanted a bath.  Omar wanted a human, and Jason wanted something more exotic… a mutant.  Gene waited outside in case of trouble.

Jason got a mutant with coral for skin and lank green hair.  He lost 3 HP, but his skin was wonderfully exfoliated, so he rolled all Personality rolls one step higher on the die ladder for 3 hours.

I will rub and scrub you clean

I will rub and scrub you clean

Omar failed his Luck roll and so the hands he felt caressing him belonged to a fat hairy man.  Omar asked what the hell he was doing and after a quick conversation, Omar grabbed his wheellock pistol and strode naked to the lobby and asked Velra what was going on.  They came to an agreement and Omar strode back to his bath to find all his gear was gone (it’s his fault…  he left it).  At this point Omar’s internet went out and he was unable to get it working (due to a 10 block outage).

The rest of the group had items of a curious nature to sell and found a curious shop simply called the “Emporium” by the circus.  Inside was an ancient looking man.  The inside of the store was massive compared to the simple and small exterior.

Highlights of the Emporium

Nate asked for a strange instrument.  He was given a bizarre flute with weird metallic valves.  The old man told him that there was no price, but that if Nate found something of interest, the old man would be there to collect.  He was also given a poker chip and said that if he ever wanted to come back to the Emporium, simply flip that into the air.

Chuck had a medallion and map that he found in the Portal Under the Stars looked at.  The old man confirmed that the Bogwood Swamp (as the picture on the map had shown) was where to go.

Gene bought a bracelet with wooden beads carved into little skulls.  The old man said it was magical, and added most ominously that all magic has a price… Gene took it anyways and then promptly found a cleric of the God of the Terrible Whisper to examine it and tell him what it did.  The cleric stated it would take at least a week to research the tomes in their ancient library.  Gene let them make a sketch of the bracelet and then said fuck it and put it on.  His Agility was increased to 18 (was a 14).

Into Adventure

As the group was leaving the library a town crier announced that the village of Glasturbury was having trouble with Malfactorium in the area.  That their scouts were coming farther and farther into the plains from the Mountains That Crawl.  Fairweather was sending a small attachment of troops, but that any brave and able-bodied soul was welcome to join.

The hideous beetle warriors, the Malfactorium

The hideous beetle warriors, the Malfactorium

The crier also commented that several Plague Doctors of the Scarlet Veil had gone missing in a district that was becoming overrun with the Metalphage plague.

The group said fuck both of those and wanted to find a caravan that was heading to the Bogwood Swamp.  After 3 days they attached themselves to the caravan that was heading to Glasturbury and then would have to venture on their own through the Mountains That Crawl to the Bogwood Swamp.  The group stocked up, got some hirelings, and set off.

I rolled an encounter for the first day.  They met 4 guards that were wandering the plains from Vengeance Keep.  When the guard started their patrol one month ago there were 15 men.  The 4 were headed to Fairweather to rest up and resupply.

Jason K asked what had been going on in the area.

The following was relayed:

Eisenbar Paladins have been seen in the Great Plains.  This is most disconcerting since that means it could be an invasion force.

A small farming community to the south is shrouded in a grey fog and is in need of help (Group 1, Session 4).

Glasturbury is in need of help against the Malfactorium.

Bodies have been found mutilated and flattend, believed to be the work of stone giants that have been pushed out of the mountains by the Malfactorium.

A keep that belongs to a woman of decadence is one day to the east from where the group was.  Most people don’t remember this keep being there.

The group talked it over and decided to investigate the keep before heading to the Bogwood Swamp.  They asked the soldiers if they would like to travel with the group.  And now they added three more red shirts to their number.

The group made camp and were set upon by 4 Vile Gut Clan Goblins.  Nate’s hireling was killed by two crossbow bolts to the chest and one of the soldiers was killed by a log trap in the forest that smashed him (think Predator).  All but one goblin was killed.  The one that escaped shouted something about, “bringing more…”

We left off here, with one day to travel to the keep.


Hubris Recap, Group 1, Session 4- Over the River and Through the Woods…. Ah *%&! Acid-Puking Goblins!

A pleasant chap of the Vile Gut goblin clan

A pleasant chap of the Vile Gut goblin clan

Players

Fletch- Human Cleric

Lisa- Human Thief

Liam- Carrion-eating Mutant

Stephen- Murder Machine

Nate- Murder Machine

John- Ekrask

We left off last time with the group licking their wounds after discovering a hidden set of catacombs beneath a tavern that was a place of worship to the Heathen Below.  The group was victorious in killing the the acolytes and the cleric and fending off the various demons that had been summoned.

The session started with them back at the Exiled Noble Inn and Tavern meeting with Henry and Cybil, the only representatives of the resistance movement, Hammer and Sword.  The group was told of a small village called Hallel that was 2 days to the south of Fairweather.  Many of the members of Hammer and Sword have family there.  The village provides the movement with much needed food and supplies.  The village hasn’t sent anything for over a week and one day ago they got a message from the village mayor begging for help.

As typical with my group they yelled, “CHARGE!!” And went to a few shops to sell stuff and resupply, then slept, and then set off towards Hallel, traveling on the Great Plains of Unbidden Sorrow.

Finally having a session where they left Fairweather, it gave me a chance to try out my Lay of the Land and Encounter set up of the territories (I don’t have the Great Plains released- that’ll be in the book when it’s published, but here is the Land of Perpetual Stone and Mire as an example.

This actually backfired on me because I set it up as a 1-3 chance on a d6 that they would encounter something (even- Lay of the Land; Odd- Encounter) and I kept rolling 4-6… So no dice there…  However in my group 2 session yesterday I said fuck it- I need to test this- and just rolled for a Lay of the Land and Encounter (one per day)-  I’ll have a recap up for that session soon.

The group made camp and the watch for the whole night was the Murder Machines since they don’t need to sleep.  They proved rather ineffectual at guarding the camp.  First they were ambushed by 4 Vile Gut Clan goblins.  Nate and Stephen each had one climb up their back, clap its hands over their eyes, and then vomit acid on their back.

The fight was a bit brutal- Stephen was reduced to 0 HP, but was saved that round by Nate.  The rest of the group made short work of the goblins.

The second half of the night the Murder Machines were again ambushed by 3 bugbears and a giant spider (Bugbears worship spiders in Hubris).  Nate was occupied most of the fight by the giant spider that had tackled him and knocked his ass out of a tree, where he was hiding.

This fight was quicker and the group made short work of the Bugbears.

The next morning they set off to Halell.  As they got closer a thick grey fog permeated the area.  Lisa decided that she would go investigate ahead of the group.

Lynchings Anyone…?

Lisa ran into two catty old lady villagers who directed her to the largest building in the town, which was the tavern/inn/town meeting hall to speak to Milton the Mayor.  She did.  Learning that the trouble the village is having is coming from the great chasm, The Maw of the Mangled God.  That some strange figures in grey robes have been seen near the farmlands.  Those that didn’t flee them have not been seen again.  Also a massive serpent has been seen at the lip of the chasm.

The rest of the group sauntered up to the two old ladies, who promptly screamed that monsters were in the village (in Hubris, the other races are rare and on the occupation table there is only a 1% chance for each).  The whole village quickly appeared with pitchforks, torches, and whatever weapons they could.  Stephen didn’t help the situation by threatening the village should they have hurt Lisa.  Meanwhile Lisa was busy looting the bar of its coin and good liquor before coming outside.

After a discussion with the mayor they learned that the village had reneged on an ancient pack with a strange monster that lived at the edge of the pit….  and that’s when the problems began…

So the group set off to the lip of the chasm with a few red shirts in tow from the village.  We left off with the group about to begin the People of the Pit module!  This one should be really interesting… and deadly.


Group 2, Session 3 and 4 Recap- A Methodical Symphony of Stabbing and Killing

The Iron Warlord

The Iron Warlord

Session 3

Players:

Gene: Human Warrior

Sara: Human Warrior

Liam: Mutant

Fletch: Human Cleric of Drallic the Flayer

Lisa: Human Cleric of Yelsa, Goddess of Sex and Violence

Billy: Human Druid

Chuck: Half Demon

This session was taken up quite a bit by BSing and catching up with one another.  The group proceeded with extreme caution after the death in the previous session.   The group actually only made it through three rooms during the session.  As stated before, that can be attributed to over-cautious players and REALLY crappy die rolls during combat (resulting in longer than normal encounter- Snake demon, looking at you).

A few of the players were dropped to zero in room 6 when fighting the crystalline creatures, but Fletch was able to bring them back from the brink of death some groping (lay on hands).

We ended the session with them licking their wounds.

Session 4

Players:

Gene: Human Warrior

Liam: Mutant

Nate: Murder Machine

Chuck: Half Demon

Session 4 also was an exercise in caution, however they were- as Gene stated, “A Methodical Symphony of Stabbing and Killing!!”  The group was smaller this time around, and the cleric was absent, so they started relying heavily on that caution and their HP potions.  The group went into Room 7 where there are maps, and a few little items.  I added a few things to the room.

“There are 3 red bubbling potions on the table (cure wounds 1d6+1).  On a statue is good quality armor (chainmail +5 AC (but only -3 to ability checks), and a silver long sword (1d8+1 dmg, but 2d5 damage to undead).”

Alterations to the module: The group didn’t really delve deep in that room and look around.  Had they done so they would have found a secret compartment that housed notes of the Warlord.  I decided that I wanted to add a bit of weird and crazy to the module and Hubris.  The warlord had discovered a realm that had strange and terrible beings of immense power and that there was a chance it could merge with Hubris and destroy reality as we know it.  By imprisoning himself he could hold the realms entry into Hubris at bay, but this was not for selfless reasons, the Warlord hoped to absorb much of the power from that realm over millennia.  The realm is the magical place of Carcosa!  It’s the perfect place for a vacation and to raise a family!!  

The beautiful and magical land of Carcosa

The beautiful and magical land of Carcosa

When the final boss fight happened my players lured the clay army from room 8 to room 7, creating a bottleneck that allowed them to deal with 1 or 2 of the automatons at a time.  Eventually the Warlord showed his ugly face and they beat it to a pulp.  Gene scored a critical hit on his bitchass and killed him, the Warlords dying words were, “do you realize what you’ve done…?”

The group, elated at their triumphant success, wandered back up to the surface only to find a bright red star in the afternoon sky (about the size of Venus)…

Liam: “Huh..  I think we done fucked up.”

The groups expression after seeing the red star in the sky...

Yeah.. More messed up stuff from Hubris!

All in all it was a great couple of sessions.  I’m excited to see what group 2 does this Sunday and I’m REALLY excited to start introducing Carcosian things into Hubris (as if my world needed any more horrors in it).


Some Good Post Recapage From 2013!

Happy 2014

Happy 2014

Well here is the recap of several posts I’ve done this year.  Despite moving, finishing college, finding a new job (which now consumes quite a bit of my time), I’ve managed to get some good stuff out.

Mostly, my focus has been on Hubris and I’m really glad that people are digging it!

Best Posts of 2013

D200 side-effects of being resurrected

http://wrathofzombie.wordpress.com/2013/12/24/the-d200-side-effects-of-being-resurrected-table/

Insta… religion?!

http://wrathofzombie.wordpress.com/2013/01/23/insta-religion/

City District Gen

http://wrathofzombie.wordpress.com/2013/01/04/city-district-generator/

Oddy Bodden’s Stupendously Amazing Magical Dice of Treasures Unimagined and Horrors Rather Left Undiscovered! The Die Drop Treasure Chart Inspired by Deck of Many Things

http://wrathofzombie.wordpress.com/2013/02/13/oddy-boddens-stupendously-amazing-magical-dice-of-treasures-unimagined-and-horrors-rather-left-undiscovered-the-die-drop-treasure-chart-inspired-by-deck-of-many-things/

People Shit Be Pimped- Best posts from RPG bloggers

http://wrathofzombie.wordpress.com/2013/04/29/people-sht-be-pimped-come-take-a-look/

Quick Mass Combat Rules

http://wrathofzombie.wordpress.com/2013/04/17/quick-mass-combat-rules-and-even-quicker-mass-combat-rules-at-the-bottom/

Blatherblab- The Dingy Swamp Village in Hexenbraken (or just a little adventure to be used anywhere you damn well want)

http://wrathofzombie.wordpress.com/2013/04/03/blatherblab-the-dingy-swamp-village-in-hexenbraken-or-just-a-little-adventure-to-be-used-anywhere-you-damn-well-want/

Loneliest Man in Hexenbraken

http://wrathofzombie.wordpress.com/2013/04/02/loneliest-man-in-hexenbraken/

The Complete Shadowrun City Kit and New York City Guide- a Vornheim hack

http://wrathofzombie.wordpress.com/2013/06/21/the-shadowrun-complete-city-kit-and-new-york-city-guide-a-vornheim-hack/

The Savage Worlds of Shadowrun hack 2.0

http://wrathofzombie.files.wordpress.com/2013/09/savage-worlds-of-shadowrun-2-0-final1.pdf

d100 G+ Swamp Encounter table

http://wrathofzombie.wordpress.com/2013/06/19/another-awesome-d100-encounter-table-this-time-with-a-theme-swamp/

d100 G+ Encounter table

http://wrathofzombie.wordpress.com/2013/06/13/an-awesome-d100-encounter-listed-created-by-g-peeps/

Muscle Wizard DCCified

http://wrathofzombie.wordpress.com/2013/07/05/the-muscle-wizard-dccified/

The Hubris Campaign Setting Links page

http://wrathofzombie.wordpress.com/2013/07/09/the-hubris-campaign-setting-links-page/

d30 table of Corruption from Demonic Possession

http://wrathofzombie.wordpress.com/2013/10/15/the-corruption-from-demonic-possession-d30-table/

d30 Exotic Table With Mayhem Potential

http://wrathofzombie.wordpress.com/2013/10/13/the-d30-exotic-table-with-mayhem-potential/

The Four Gorgons of Desire

http://wrathofzombie.wordpress.com/2013/11/29/the-four-gorgons-of-desire-enemies-of-hubris/


The Shadowdancer DCCified!

The shadowdancer was always one of my favorite prestige classes from the 3.x era.  I was never big on the prestige classes, but I always had a soft spot for the Shadowdancer.  I decided to take a break from writing Hubris stuff (hey, I go where the muse tells me), and decided to DCCify it!  Hell, I may even put it in Hubris.

Shadowdancer 2

Shadowdancer

Here it is as a PDF: Shadowdancer

Where a common thief uses the darkness and night to aid in their illicit acts, you have fully embraced it, truly making it your ally.  You have some strange ability to merge with the shadows, becoming completely invisible in them, and even travel through them to another location!

You are the ultimate assassin, able to kill your prey, and then move yourself from harm before the alarm is even sounded.  You are highly sought after in the underworld, and you smirk at the various rumors that fools speak about you in hushed tones.  You laugh gleefully when you see a mark huddled in their room, surrounded by torches, as if the light would keep them safe from your blade.  The fools!  Never realizing that eventually the darkness will come… and with it death.

Hit Points: A Shadowdancer gains 1d6 HP per level.

 

Weapon Training: Shadowdancer’s are proficient with the following weapons: barbed net*, blackjack, blowgun, bolas*, crossbow, dagger, dart, hand crossbow* longsword, net*, shortsword, shortbow, sickle*, sling, spiked chain*

*= weapons in the Hubris campaign setting.

 

Alignment: A shadowdancer cherishes secrets and lies, and revels in the chaos of striking unsuspecting targets.  All shadowdancer’s are chaotic by nature.

 

Hide in Plainsight- A shadowdancer is able to hide in shadows even while being watched as long as they are within 10’ of a dimly lit area.  A shadowdancer is able to hide themselves even out in the open so long as there is shade, where a normal person is not.

Thief Training- A shadowdancer has picked up some thief along the way and selects six thief skills (DCC pg 38) at level one and levels them up according to the chaotic tree.

Shadow Abilities

Cantrip- As per the spell (DCC, pg 130).  A shadowdancer rolls d20 + level + Luck modifier and consults the spell table in DCC.  A shadowdancer cannot spellburn for this ability.  Armor affects this ability.

 

Darkness- As per the spell (DCC, pg 258).  A shadowdancer rolls d20 + level + Luck modifier and consults the spell table in DCC.  If the shadowdancer roll a 1 on their ability check they have a 50% chance to suffer corruption: 1-2) Minor Corruption; 3-5) Major Corruption; 6) Greater Corruption.  Rolling a one on the check also results in losing the ability for 24 hours.  A shadowdancer cannot spellburn for this ability.  Armor affects this ability.

Darkvision- The shadowdancer’s eyes become black pools of swirling darkness, allowing them to see in the dark (even magical darkness).  The shadowdancer rolls d20 + level + Luck modifier.  Consult the table below:

1 Lost (24 hours).  Failure.  Blinded for 2d3 hours.
2-11 Lost (24 hours). Failure
12-13 See in normal darkness 15’ for 1 turn.
14-17 See in normal darkness 30’ for 1 turn.
18-19 See in normal darkness 60’ for 1 turn.
20+ See in darkness (even magical) 120’ for 1 turn.

Shadow Defense- The shadowdancer is able to wrap the darkness around them and gain extra protection.

1 Lost (24 hours).  Failure.  Weakened (suffer extra 2d3 damage per attack for 1d4 hours).
2-11 Lost (24 hours). Failure.
12-13 +1 AC for 1 turn.
14-17 +2 AC for 1 turn.
18-19 +2d2 AC for 1 turn.
20+ Gain DR of 2d3 (must be rolled with each attack) for 1 turn.

 

Shadow Jump- A shadowjumper is able to manipulate the very darkness itself and create a portal that allows them transport to another spot of darkness or shadow nearby.  While to others this ability may seem instantaneous, the shadowjumper is actually traveling through the realm of the shadow and sometimes attracts the attention of less desirable entities.  Armor affects this ability.

1 Lost (24 hours). Failure. And Worse! Make a Luck Roll- failure means you have attracted the attention of a 1) Shadow Imp (type 1 demon); 2) Lesser Shadow (1/2 all stats, no Strength drain, pg 425-426); 3) Shadow (pg 425-426); 4) Shadow Horror (type II demon) and it emerges 1d4 rounds after you attempted to travel through a shadow.  Rolling a critical failure on the Luck roll means that you jump into the shadow into their waiting arms and are never heard from again.
2-11 Lost (24 hours). Failure.
12-13 You are able to travel up to 30ft through the shadows.
14-15 You are able to travel up to 60ft through the shadows.
16-17 You are able to travel up to 120ft through the shadows.
18-19 You are able to travel up to 240ft through the shadows, or you and another target can travel 60ft.
20+ You are able to travel up to 480ft through the shadows, or you and another target can travel 120ft.

Luck: A shadowdancer factors in their luck modifier on their Shadow Abilities.

 Shadowdancer 1

Shadowdancer

Level Attack Crit Die/Table Action Die Ref Fort Will
1 +0 1d10/II 1d20 +1 +0 +1
2 +1 1d12/II 1d20 +1 +0 +1
3 +2 1d14/II 1d20 +1 +1 +2
4 +2 1d16/II 1d20 +2 +1 +2
5 +3 1d20/II 1d20 +2 +1 +3
6 +4 1d24/II 1d20+1d14 +3 +2 +3
7 +4 1d30/II 1d20+1d16 +3 +2 +4
8 +5 1d30+2/II 1d20+1d20 +3 +2 +5
9 +6 1d30+4/II 1d20+1d20 +3 +3 +5
10 +7 1d30+6/II 1d20+1d20 +4 +3 +6

The d200 Side-Effects of Being Resurrected Table

frighteners

So I posted the “let’s build a chart” on G+ and the awesome RPG community kicked butt and came through.  Enjoy these pics as inspiration:)

The Fly evil-dead-linda evil-cat

The d200 Side-Effects of Being Resurrected G+ Community Table

Roll Side-Effect
Number Result

1

Candles are snuffed out when the player walks by

2

When the player laughs, the sound of a goat laughing is heard echoing in the distance.

3

Babies cry when the player is near, and become hysterical if touched by them.

4

The character no longer bleeds and does not heal naturally.

5

Animals (including Animal Encounters) react negatively to the character. The character can not have an animal companion or ride a horse.

6

Character doesn’t cast a shadow anymore

7

Opposite sex are naturally repulsed by the character

8

Your god no longer favours you (treat as being under a quest spell that cant be disspelled), you don’t know what the quest is

9

Bats/rats are naturally attracted to you, but they only like you about 33.3% of the time

10

Unnerving presence. Treat any positive Charisma bonus as if it were a negative.

11

Sunlight has an adverse effect on you. You can’t stand being out in the sun without clothing and a hood over your head. Having a larger area of skin exposed to direct sunlight for longer than one turn will cause severe burns (damage).

12

Treat the character as Undead for the purpose of Healing Spells, Protection Scrolls, and Turning (treat ‘D’ as ‘T’)

13

Your eyes change to an unnatural color: roll 1d4: 1) red; 2) yellow; 3) solid black; 4) completely white.

14

You no longer have a reflection  when others view you in a mirror.  You do not see yourself, but see how you died; replayed over, and over, and over.

15

When you speak and there are any small glass objects (glasses, vials, etc) in a 30′ radius roll a 1d6; on a 3-6 the glass cracks and then breaks.

16

Restless Sleep. The character does not have a restful sleep (doesn’t regain spells or hit points) unless they sleep within a specially consecrated room.

17

Undead Awareness. The character can sense the presence of any undead within 60′. The undead can also sense the character.

18

You don’t know how or why, but you know where 7 girls are buried. They all look exactly the same. One of them is not dead.

19

Undeath Diet. You can not consume normal food, drink or potions. You must instead drink (Un)Holy Water and eat Ashes.

20

You can’t be bothered with the trivial stuff any more.  All the petty crap seems so meaningless to you now.

21

Anti-Metabolism. Imbibed Healing potions, other magic potions, poisons etc. have the opposite effect. Healing potions deal damage or cause sickness, poisons restore hitpoints or give other beneficial effects (you still have to fail the saving throw against a poison to get them).

22

Any drink you touch turns stale, or sours.

23

When you write, no matter how you attempt to write nothing appears you can leave no physical record of your self.

24

Small animals, such as mice and song birds are often found dead near you when you awake, there is no explanation.

25

Your heart no longer beats, or if it does it is undetectable, your natural rhythm is effected, you no longer feel alive.

26

Any seed you sow grows unnaturally quickly, then dies.

27

You are instilled with new purpose.  If you were pious, 80% chance it’s related to your deity of choice, 20% chance your deity’s antagonist (or a random entity if there is none); if you were impious, reverse those numbers.

28

You have True Sight (you see things as they really are, completely unaware of any illusion or attempt to disguise).

29

Your return to life causes a new, expansionist religion to be founded in your name. They start putting followers of other religions to the sword and no matter what you say they reinterpret it to suit themselves.

30

Shriveled tongue. It’s black and ungainly. You can still talk, but it sounds … off.

31

You may cast Clerical spells as a 1st level Cleric of your deity (2nd if that’s what it takes to cast a spell); level goes up by one for each subsequent resurrection.  If you were already a cleric, get an extra 1st level spell.

32

You gain one random psychic power such as Clairvoyance, Precognition, Telepathy, etc.

33

You remember 1d10 (exploding, so reroll and add if you roll a 10) past lives; each life you remember grants one extra random skill at the beginner level. If two lives roll the same skill, improve it by one step.

34

Your shadow steals things from you. Wrestle with it in your sleep to get them back.

35

Your touch repulses others.  The extremely young and extremely old must make a Fortitude Save or age 1d6 years (which fuels you and keeps you looking beautiful and young).

36

You cannot come near any beings writing your name. If someone starts writing your name while you are in the near vicinity (1 meter-ish) you feel the unescapable need to get away as soon as possible.

37

You molt every new moon. It’s pretty gross, but not painful, but it takes 1d6h during which you can’t do much (treat like being incapacitated). Magic requiring body parts using shed skin has a +2/10% bonus working on you.

38

Your mouth always tastes like crave dust in the morning. You don’t know how you know that particular taste, but you do.

39

You are convinced your rotting on the inside, despite any assurances to the contrary, and take to wearing heavy perfumes, staying away from others–anything to hide the scent of your corruption from the world.

40

You think lizard thoughts. Can’t stop thinking about lizards, lizard skin, the taste of lizard, what it would be like to be one. -2/-10% on everything requiring deep concentration; +2/+10% dealing with lizardmen and other lizard-related monsters (except dragons. THEY ARE NOT LIZARDS they insist).

41

You are now slightly magnetic.

42

You look exactly the same as you did before, but your family no longer recognizes you.

43

You no longer fear death, and make  decisions with little regard to your own safety.

44

Your  1.face 2.hands 3.arms 4.chest 5.abdomen 6.legs turn a molted grey and black and are cold to the touch.

45

 An angel now speaks to you in times of need.

46

Small amounts of water (a cup or less) boil at your touch.

47

All your hair fell off. You also prefer to eat hair instead of normal food, 5 lbs of hair is enough for a day’s worth of food.

48

 Touched by the holiness of the spell, your head now glows (as light) and your alignment changes to that of the cleric who cast the spell on you.

49

Become a vengeance seeker. You become obsessed with avenging the wrongly killed. Accompanied by a spirit guide, often a raven.

50

You no longer sleep; effects that would ordinarily put you to sleep do not work, but ones that would induce dreams do (though for you they are hallucinations).

51

No longer gain nutrition from anything but raw meat.

52

You can speak with the dead. In fact, they won’t shut up, and ghosts are constantly pestering you to perform errands for them.

53

Wines and ales go sour in your presence. Your former drinking chums no longer come around to check on you.

54

The undead ignore you. As if you were one of them (without having to do the cheesy zombie walk).

55

When you look in a mirror, you don’t see your surroundings but the realm of the god whose magic revived you.

56

Boots or shoes you wear always feel heavy as lead so you take to walking barefoot.

57

You no longer see in color, but in shades of grey, white, and black.  Shapes are undefined. You see the skeletal structure of living creatures, even through walls up to 3′ thick.

58

 When you breathe a small fog issues from your mouth or nose as if you are in sub-zero temperatures.

59

Dirt…  there is always dirt and worms issuing from your clothes.  It falls out of your ears, from the cuffs of your pants and shirt, when you pull out your sword, when you open your pack…  the dirt of the grave is always with you.

60

Hard to concentrate While in the presence of holy symbols or walking on holy ground you are at -2 to all actions.

61

Your presence causes confusion in cats and dogs.

62

When you enter the room, a brief pall is cast over everything, or else a chill wind rattles the shutters.

63

Death is your constant companion.  Nobody else can see him/her unless they too have been resurrected.  He/she is not a terrible companion, and may sometimes offer useful observations but can’t (or at least won’t) do anything with a physical effect. At other times it can be inconvenient to have a third wheel around.  He/she is mad for chess.

64

Where you go, it rains. All weather table rolls slant towards rain by 2 steps. If there are no weather tables in use, whenever people ask what the weather is, there is a 66% chance it rains. If you end up somewhere where water is not a commodity but a valuable thing, it rains 1. ashes 2. fishbone 3. blood 4. shit

65

You have a phobia about human corpses, convinced that if you ever touch one your soul might be sucked into it and trapped.  This may or may not be true.

66

You may use any human corpse as a “Soul Jar” (as per the spell)

67

You died and were brought back by your “friends” only problem though is you were at peace. Until you can reconcile the issue (to the DM’s desecration) all rolls are at -2)   ala Buffy.

68

You now suffer from compulsive illeism.

69

You need 1.eels 2.bats 3.cats 4.spiders 5.snails 6.snakes , for what ever cosmic reason you need to have one around, you will be very depressed until you find one.

70

Since your soul already left your body once, demons and ghosts can possess it much easier. (Rolls for possession are much easier or saving throws against possession are much harder.)

71

You catch glimpses of your manifold prior incarnations at awkward and inconvenient times – mostly during delicate social situations and heated combats

72

Sometimes when you sleep you can out of body travel, it’s random.

73

Save vs. Death Ray or Poison (or the equivalent) always succeeds, although you can be killed by damage or other effects such as petrification as normal.

74

Lost to the gods. Consecrated places you visit lose the protection of the gods, who have shunned you when you returned from the afterlife. Curse andBless both don’t affect you. All Protection spells work against you. No Detect spells work on you. Other cleric spells may or may not affect you (50% chance), whether benign or adverse.

75

If you die again, you can’t be resurrected as no deity will listen to the pleas of the clerics begging for your soul’s return. Your soul is sand in the gear work of the great mill of souls, and will cause it to break eventually, destroying the circle of reincarnation, submitting the universe to entropy and full destruction as the gods shift to other planes to avoid dealing with you.

76

Everything you eat and drink tastes like cilantro. Good luck belonging to the 80% that don’t think cilantro tastes like soap.

77

When you sleep, you appear to be dead (no heart beat, no breathing, cold to the touch). Attempts to wake you up before a full night’s rest is completed are futile if they don’t make you lose at least one hitpoint. When waking up, you will always take a panicked breath as if you almost drowned.

78

If you die your soul jumps to a random nearby living body.  You may communicate with the current inhabitant and temporarily control the body if they let you (during which time you will have the level & class-based abilitiesincluding HP of your regular body, but the attributes and racial abilities of the host body).  You may attempt to seize control of the body as an intelligent sword of Egoism 6 less than your own INT (or the equivalent rules for your game)

79

You’re slightly out of sync with time. Your character loses initiative in the first round of combat, and uses the initiative value that would have applied to him the previous round for all other rounds. Effects outside combat are, as always, up to the GM

80

 All cats love you, even magical or monstrous cats.

81

Your touch drains HD from undead as if you were the closest equivalent undead of level = your own HD; you are immune to the level drain of any equal or lesser undead.  You can be turned (though not controlled) by Evil/Chaotic Clerics (or the equivalent, such as necromancers).

82

You may Feign Death (as per the spell or the monk ability, depending on the game) at will.

83

You are slightly out of sync with space. You are frequently randomly displaced (including clothing and equipment*). Most often, this is not really noticeable, because the displacement is so small (one hundredth of an inch), but sometimes the distance is one foot or more. Your AC gets +1. Rolling a critical failure may result in a dangerous displacement (over the side of a cliff, legs trapped in the ground, displaced into the air). Rolling a natural 20 may result a deluxe displacement (escape from a prison cell, trying to strike the giant’s toe but hitting his eye).

84

Your soul was put back wrong, and doesn’t quite fit; this is most noticeable in that objects you touch may start to move a fraction of a second before your flesh actually comes in contact with them (with skills involving manual dexterity such as picking locks , roll twice and take the worse until you next level up, by which time you’ve gotten used to it) and your image in the mirror appears slightly off-set (a couple inches at most) from your physical position.

85

As the day progresses you rot.  Your eyes will bloat, ears or fingernails will fall off, teeth will fall out, and you smell like rancid rotting meat.  When you wake the next morning you are back to your normal visage and the process starts all over again.

86

When you sneeze maggots spray from your mouth and dust from your nose.

87

Incorporeal spirits are always plainly visible to you as if they are material. You can see into the Æther near them, for a very short distance

88

You are always vaguely smiling, as if you thought of something funny.  If you try to correct this, you burst out laughing.  +1 to reaction rolls from people who are well-disposed towards you, but -2 if they are suspicious or hostile.

89

You are always hungry.

90

Wrong Address: You aren’t you, develop a new personality,  roll a new occupation, start over as a level 0 character, you retain your hit points, and stats however.

91

Eternal Champion: You now know you’re an eternal champion. You have reincarnated since the dawn of time, and you know it, you no longer fear death.

92

Death Wish: You are alive and you know you’re supposed to be dead, you must get back to the grave, but suicide is not an option, your death is meant to have meaning.

93

Great Destiny:  You know destiny has brought you back for a reason. Regain luck as a thief, if already a thief, regain luck as a halfling, if a halfling, all luck spent is now +3.

94

Your skin is always soft and moist. If you try to find out, it will be revealed the moistness is from the tears of mothers mourning for their stillborn children.

95

Nonsubstantive – the temporary loss of your soul has permanently displaced some of your metaphysical mass. You will never set off weight-based traps, nor leave footprints in dust. You cannot lift iron objects.

96

You sleepwalk every night now. This is no fun in a dungeon.

97

Magic Void – Any spell that targets an individual cannot be cast on you. You can still be affected by spells that target an area or a group of people, or by side-effects of spells that target someone or something else.

98

Magic Catalyst. Any spell that targets an individual and is cast on you doubles its effectiveness. This does not apply to spells that target an area or a group of people, or side-effects of spells that target someone or something else.

99

Simply Magical – Detect Magic and similar spells always detect your magical aura. In case any information is gained by the caster, your resurrection is revealed. Any non-weapon damage you deal is considered magical. You are also able to touch or restrain incorporeal beings like ghosts that can be affected by magic.

100

You are plagued by an obnoxious servant of some infernal power, who believes it has claim upon your soul. You acquire a random demonic familiar, in addition to whatever familiar you may already have. However, this one actively works against you and has its master’s best interests in mind.

101

You smell like roses. This smell follows the seasons of your home town, or the closest place where roses grow. Assume Southern France if your plane of existence doesn’t have roses.

102

The shadows of the dead hunger for your soul.  Whenever you walk across shadows, the ethereal hands of the dead reach to this world and grasp you, attempting to drag you to hell.  You move at 1/4 your normal speed while in shadows.

103

In complete darkness you cannot move at all as so many hands are grasping you and pulling you to the ground.  Needless-to-say you don’t sleep well.

104

You have a white shadow.

105

Children and clergy swear like sailors in your presence.

106

Speaking of sailors, waves go crazy when you’re at sea.

107

Grave Syndrome: You can’t feel your fingers or toes, the rest of your nerve endings are dulled as well. All fine manipulation skills are -1die, however your willpower to resist seduction attempts are at +2.

108

Creeping Death: Things die around you, grass browns beneath your feet, small animals get visibly ill, and will die within 1 day of contact of you. Others suffer -2 to any fortitude saves if they have touched you in a 24 hour period.

109

Lingering Death: Lay on Hands attempts are always considered to be opposite alignment.

110

Soulless: Your mind was returned to your body but not your soul. Alignment is changed to Neutral permanently. People are unnerved when they meet your eyes, the un-dead tend to ignore you.

111

You’re immensely fecund.

112

 You have trouble figuring out other people. Your own result on a reaction roll is always 7.

113

Where ever you tread on loose soil worms rise to the surface in your steps

114

Your skin chars and blackens under the light of the sun.

115

You smell of damp earth.

116

Your eyes turn milky white and your gums pull back from your yellowed teeth, in addition your skin shrivels and pulls tight to your muscles, no matter ho much you eat. If you lay very still you can pass as a corpse.

117

Your hand (1-3 right, 4-6 left) does things of its own volition at inappropriate times. (hands personality 1: auto-erotic, 2: rude, 3: violent, 4: kleptomanical, 5:erotic, 6: roll twice)

118

You spit venomous curses at the mention of any lawful or good deity.

119

Insects like flies, maggots, beetles, wasps, and moths are attracted to you and always hover and buzz around you.  Insects like caterpillars and butterflies die whenever you walk near.

120

Your shadow isn’t yours. And whoever it belonged to must have been mischievous. When you stand in full sunlight it will sometimes slip away from you and— do things. It isn’t necessarily dangerous but it likes to cause problems.

121

You know you are destined for hell when you die. can you change that?

122

You can no longer cry

123

When you died you glimpsed the loom of fate and were granted a vision of your one true love. You know their name and what they look like, but not necessarily where to find them.

124

You being brought back comes with a price.  One you care greatly about was taken by the god of Death in your stead.  They died a terrible, terrible, TERRIBLE death full of screaming, crying, and blood.  Way to go.

125

Whenever someone says your name you feel a little weird (turns out your name is now the first ingredient in a ritual to summon a monster from beyond).

126

A evil entity has gripped ahold of your shadow, at night it has a chance of coming into the material world (a successful save vs death negates this).

127

There is a weird weather anomaly in the area where you were resurrected, roll 2d12: 2) cyclones; 3) extreme heat; 4) eerie silence; 5) complete darkness; 6) extreme cold; 7) unusual smells; 8) light rain; 9) heavy rain; 10) snow; 11) sleet; 12) light fog/smoke; 13) heavy fog/smoke; 14) hail; 15) giant hail (either very large bits, or in the shape of things); 16) lightning bolts (treat as lightning spell); 17) rains something obscure (blood/opals/smoke); 18) rains small critters (fish/possums); 19) wind (extreme force); 20) loud thunder; 21) sandstorm; 22) rains some sort of magic (1D8 1 acid, 2 fire, 3 ice, 4 lightning, 5 turn good (treat as turn undead for a good alignment), 6 summon (use LOTFP table with 2D8 HD), 7 roll on wand of wonder (1D6, 1-2 table 1, 3-4 table 2, 5-6 table 3), 8 roll twice); 23) opens 3D12 portals to different dimensions/worlds/planes; 24) roll twice or make up effect

128

You can now play a musical instrument expertly (if you already know how, then a different instrument), however when you do everybody listening feels themselves die a little inside.

129

You leave wet footprints everywhere you go, and are strangely always thirsty.

130

Your touch starts a quick-acting fermentation process in organic matter. The world turns to alcohol as you pass.

131

Your hair is always lank and smells like garbage. You’re constantly pallid and have a cold sweat.

132

Your blood is now believed by the faithful to be a universal cure-all.

133

You always know the exact direction towards and relative distance from (hot/cold) the entity that slew you. If no entity, then the object. If no object slew you, then the exact spot where you died is stained onto your mind forever.

134

The sky is black during the day, and dark at night. Daylight is lost to you forever. The sun shows as a milky disc behind a fogged lens, but the moon is bright and speaks to you in a familiar language, though you do not know the meaning.

135

You exhale a poisonous vapor. No longer shall your mouth know the lips of a lover, but you get a death-kiss if you can exhale into a person’s lungs for a full round.

136

You can now speak (and read and write if you are literate and the language has a written form) all dead languages.  Even pre-human ones.

137

When you dream you have visions of all that are going to die that day, but you are powerless to stop it or change the course of events.

138

Your teeth and eyes are now yellowed, your fingernails a pale grey

139

You are followed by blackbirds and ravens when outdoors.

140

You see the world as if through a veil,, ranged combat is more difficult

141

You now have unnaturally good dance moves. +10 to all dancing abilities and never auto-fail on a 1. If you lose a dance competition the judges have probably been bribed or are cheating somehow. If you ever get bested in a fair dancing match you have found your eternal soulmate/nemesis.

142

You now gain the undead trait of being immune to critical attacks, however you can no longer be healed by magical means.

143

 The soul restored to your body comes from a slightly different timeline, and you remember events slightly differently than your companions do.  This may give you penalties or bonuses to various rolls involving memory: whenever you roll exactly what you needed, you remember the alternate version instead, whenever you miss the roll by 1, you succeed because in the alternate version you learned some relevant information previously that helps you out now.

144

Anybody you touch must save vs. Death Ray or Poison or experience la petite mort. (Exactly how literally is up to the tone of the campaign.)

145

Anybody you touch must save vs. Death Ray or Poison or get a vision of their own death.

146

Your touch causes things to decay.  All mundane objects will weather, rust, break, shatter, etc. within 2d6 days of your touch.  Magical objects are immune.

147

You are living on borrowed time, and you know it.  The GM should secretly roll for how long you have left… up until that time you absolutely cannot die, no matter the risk (succeed in all fatal saves, never lose that last hit point, miraculously cheat death in certain doom situations) but once that time limit is reached, you die (automatically fail the next save, the next blow is a lethal critical, slip and fall in the tub, etc.)

148

Another soul has traveled back with you.  Each day when you wake roll a die- even) You; odd) other soul.   Soul brought back, roll 1d7: 1) Fighter; 2) Thief; 3) Wizard; 4) Cleric; 5) Barbarian; 6) Bard; 7) Ranger.  Level, roll 1d3- all stats etc must be figured out (IE- roll up the character).

149

You have fallen out of step with the magical world. You can no longer cast or be affected by spells in any way. You touch serves to dispel enchantments. Holding a magical item in your presence for too long will strip it of its magical properties (time dependent on the power of the artifact).

150

You have learned the path to the black gates, and can return whenever you wish with a moment of meditation. You can use your gift to Shepard the souls of the recently deceased back to the living. Each journey takes a toll, and you know it is not wise to make the trip too often. Each time you do treat it as though you died and were resurrected.

151

You are lucky. Very few who return from death come back whole. Nothing appears to be amiss.

152

As Death releases you it whispers a name in your ear. You know this is a trade. you can have your life, but you must take theirs.

153

A malicious Deity aids your return. It leaves you with a symbol of its faith; a reminder of a debt owed.

154

You come back obsessed with your death. It becomes your hobby to catalog and study all the factors that led to your demise. Perhaps perfect understanding will help you avoid future doom. More likely, your fixation is unhealthy and disquieting.

155

 Mirrors always show you as you were physically the exact moment of your death (including whatever wound if any that killed you)

156

You are now a conduit to the afterlife. There is a 5% chance everyday that something from one of the realms of the afterlife will find you and come through to the world of the living. They will be embodied in a form created by the words or actions you were just saying or performing; i.e. if you were amusing children by making shadow bunnies on the wall with your hands, a demonic shadow bunny appears to do as it will; talking about the best wine you ever drank, a delicious bottle of wine appears and has appropriate effects when drunk.

157

Your dietary needs have been permanently changed, perhaps you can no longer eat meat (or only meat).  You may have required a need for something expensive (copper, silver, gold), unpleasant (fresh blood, marrow lots of marrow) or rare (snakes eggs) to maintain your health.

158

You now know obscure knowledge.   Roll d6: 1) The correct way to perform the Millennial Tea Ceremony, known only to the most elder gold dragons and certain monks of great wisdom and impeccable Neutrality; 2) What was written on all the burnt scrolls of the Library of Alexandria (or setting appropriate thing); 3) When you died you joined the collective unconscious for a few seconds. Now that you are back you can recall the whispered thoughts of everyone from those few seconds. Concentration checks to zero in on individuals; 4) The location of everything you ever lost up until the point of your death. Your left sock, the keys to the dungeon, the love of your wife, etc…; 5) The location to the ruins of the first dungeon vault ever built; 6) The location to the bones of a dead primordial god, what might still remain in its skull and tomb that surrounds it

159

You have a taboo word…utter it and you  immediately and permanently die.  roll d6 1 – your name,  2 – the name of your deity, 3 – the name of your class or profession, 4 – the name of the cause of your death (e.g. axe or poison, not stab-wound or myocardial infarction), 5 – name of the (roll) hour/day/month of your death, 6 – random word,  use a dictionary orhttp://www.wordgenerator.net/noun-generator.php to generate a random noun (don’t include proper nouns or names of things not in the game world).

160

The wound that kills you never heals, not even a little. It doesn’t cause you any problems but it will always serve as a reminder.

161

Your soul is entwined with the soul of the person resurrecting you. You can read each other’s minds.

162

Something darker has come back with you.  It stalks you, constantly hungering for your death.  You suffer -2 to any Luck type rolls.

163

Your return was prophesized to breing great ruin to a region.  Roll 1d5: 1) plague; 2) famine; 3) war; 4) monster attacks; 5) catastrophic natural disaster.

164

Your eyes are shriveled and sound like fingernails on a chalkboard when you look around.

165

You look 3d12 years older than when you died.  You never suffer adversly from aging.

166

A cult has become obsessed with you and believes your heart will resurrect their dead god.

167

 You are unable to speak names (your own, other people’s, sentient beings).  Whenever you try, unintelligible syllables are pronounced instead.

168

You have been resurrected with no name. It has been wiped from the memory of every mortal being, including you.

169

You can practically no longer die. So long as even a single cell of your brain is left intact, your soul is bound to it in everlasting imprisonment upon the prime corporeal plane.

170

Your flesh now has the texture of old parchment and you smell like a musty old book.

171

Your flesh is now tattooed with the scripture of the god that resurrected you. A cleric of the same god can use you as a holy symbol (granting + 2 on their spell check (DCC) or increase the difficulty of the save by 2 (3.x/OSR)).

172

You hear the whispers of the dead. You suffer – 2 to all concentration type rolls.

173

You can speak only the divine language of creation. It is a language understood by all, but it is alien to most ears. It marks you as different.

174

You are given more time, but it is finite. You will drop dead in exactly 2d6 years and cannot be resurrected thereafter.

175

You have seen the gods up close and personal, and were not impressed. You are now an atheist.  How that works out for clerics and their spells is up to the GM and the metaphysics of the campaign.  If you are stripped of your clerical abilities you become a Fighting Man of equal level.

176

One of your limbs is still dead, it’s useless and rotting.

177

Your death removed you from the loom of fate.  People start having a hard time recognizing your face, and your name is never again immortalized in bardic poems. From now on your deeds go unrecorded as you slip from the collective conscious, your exploits felt but never remembered.

178

If somebody says your name three times, they summon you. Another three times and you’re banished.

179

The person casting resurrection is contacted by Death, who offers them a choice. They must make a substantial sacrifice (magic item, lifeforce, gold and jewels etc.) in exchange for the lost soul, or stake their own lives in a game of chance. If the second is chosen and Death wins she immediately pulls both souls into the void… no resurrection possible.

180

Some nefarious person or organization has taken advantage of your passage through the veil and planted a magical command deep into your psych. A sleeper agent kill switch that can be activated once, forcing you to take one action, GMs call.

181

Sometimes tiny details in the events around you throw you back to the time and place of your death. During these episodes you find it difficult to focus, to the point where anything more taxing than awkward conversation is a challenge.

182

Other’s shadows are drawn to you, pieces visibly tear from their shadows and are drawn toward your shadow, which appears to hungrily eat the pieces. Don’t worry it’s just an illusion.

183

Every day, on the exact hour and minute of your death, you briefly die again; this lasts for as many rounds as it takes you to pass a save vs.Death ray or Poison.  If at that moment you are already dead from some other cause you resurrect, provided your death happened within the hour.

184

You have learned some of the secrets of life and death.  Any blow you strike that kills someone, you may choose to leave them barely alive instead (whatever the minimum HP for them to be still alive, but unconscious). Indirect methods like poison or area effect attacks like fireballs don’t count.

185

Further secrets of life and death: if your blow could have done enough damage to kill but didn’t roll high enough (not counting criticals), the victim has to save vs. Death Ray or Poison or die anyway. Indirect methods like poison or area effect attacks like fireballs don’t count.

186

You develop a horrible mutation.  Roll 1d6) 1) eye  stalks; 2) over-large head; 3) shriveled arms; 4) one leg is 6″ longer than the other; 5) tentacles popping out all over flesh; 6) 2d12 eyes on your body.

187

You must consume rotten flesh to heal yourself.  Every pound of carrion you eat heals 1d4 HP.  You can only eat an amount of carrion equal to your Constitution/Stamina modifier (minimum of 1).

188

Your palms have a constant burning sensation.

189

Your soul has a shadow cast over it, others can sense this, and you suffer a negative reaction modifier.

190

Overdose. Next time you die, you are automatically resurrected in the following round. Roll one hit die for your hp after the overdose resurrection.

191

A demon was in the process of claiming your soul as you were resurrected. It appears during the resurrection and attempts to reclaim you – killing you, or bargaining with your resurrector for your soul. It has treasure commensurate with its level to bargain with.

192

You can immediately recognize other resurrected creatures.

193

You have become displaced from the warp and weft of magic. You gain Cumulative 5% magic resistance every time this is rolled, as well as a cumulative 5% spell failure.

194

Your resurrection has not gone over too well with some of the “other” deities and as such they resurrected one of their followers. This person is equal to the character who was resurrected but otherwise they are the opposite it every way

195

“someone” is not very happy with you being brought back to life, in 1D100 days this “being” will be sending something to “take care of you”

196

Complications. Roll again twice and combine the effects.

197

Death had delivered you to paradise. You did not want to come back.

198

Immortality: You can’t be killed, nor can you heal normally, only magical healing can restore you, but no matter how many pieces you’re chopped into you can’t die; though you can’t move either. Being eaten will become a very traumatic event.

199

You come back pregnant with … something from the other side. If you were male before your death you are no longer male. You feel a strong and inescapable instinct to protect your offspring, no matter how repulsed by the idea you are.

200

Your skin is soft, sticky and the color of alabaster.  It always has a slightly melted look to it.

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