Malady Checks

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Table

Malady Table
Roll (d200) Result
01-06 Allergic reaction causes character to sneeze uncontrollably and suffer 1 damage every hour, until removed from present vegetative environment or antidote given.
07-09 Beehive or wasp's nest is unintentionally disturbed, resulting in multiple stings for one or more members of the party (2-8 for the character, 1-3 for any others within 20 ft.).
10-16 Blisters and sore feet result from inadequate or worn out footwear; reduce maximum movement to stride-3.
22-27 Burn self on a cooking pot or while reaching into the fire at dinner time; suffer 1d4 damage.
28 Catch random affliction without the source or reason being known; perhaps someone who was met, or from handling an object, or simply brewing the disease from within. Determine area of infection, nature and degree randomly.
29-32 Contact with a poisonous plant causes an intensive skin irritation, rash and itching that continues for 3-12 days without relent, unless an antidote is applied; denying restful sleep unless mildly intoxicated (or some other means of dulling the senses); the character suffers a 10% possibility of spell failure due to itching.
33-38 Cut self deeply while being foolishly distracted, while employing a blade, stake or similar-shaped object; suffer 1d6 damage.
39-52 Cut self lightly while rearranging gear or performing general work in camp; suffer 1 damage.
53 Drop gear - roll item saving throw to see if it breaks; in cases of elevation or upon a water surface, there is a 1 in 6 chance the item has fallen off a ledge or into the sea or lake travelled upon.
54-55 Falling rock either closely misses (1-7) or strikes (8) character from above. If hit, the character suffers 1-10 damage.
56-58 Firewood shortage; for whatever reason, a search for firewood turns up only enough to support a fire for 1 to 4 hours, unless green wood is cut down and used.
59-62 Gear lost or left behind, requiring either its abandonment or searching back along the way the players came, requiring 2-5 hours; success requires the party's wisest person to make a wisdom check.
63-70 Get lost and lose all orientation for 20 to 30 minutes; rangers with orientation or pathfinding skill are confused for only 5 to 8 minutes.
71-74 Headache reduces travel time by 10%, gives penalty of -1 to hit during combat.
75-83 Insect bite or sting produces a mild rash that denies the character a restful sleep that night, before subsiding.
84-93 Mis-step into shallow water causes the character to soak their footwear and stockings from the ankle down; irritating and causes -1 charisma until dried.
94-96 Mis-step into adjacent pond or stream causes the player to become soaked from the waist or the shoulders down (50/50 chance); -2 charisma until clothes and gear are dried.
97-108 Not enough gathered wood for the fire becomes apparent in the middle of the night; as the embers darken, something must be done.
109-116 Rip tent while setting up; needs repair.
117-120 Roll to break random non-magical item in the player's possession.
121-122 Route travelled is blocked or washed out; nature of the obstruction is left up to the DM.
123-140 Slip and fall results in a forward tumble that causes 1-4 damage; if slip occurs in a small boat or along a cliff, the character must make dexterity check or go over the side.
141 Split waterskin must drink all the water contained at once or sacrifice it; item needs replacing.
142 Step in dung embarrassment; odour lingers on shoe for 6 hours.
143-152 Sunburn causes discomfort and peeling that lasts for several days, denying restful sleep unless mildly intoxicated (or some other means of dulling the senses).
153-161 Trip and stumble results in a hard bruise that lasts from 2-4 days; movement during that time cannot exceed stride-1; there's a 50% chance the character cannot ride.
162-172 Twisted ankle (1-4) or wrist (5-6) causes 1 point of injury; character cannot rely on that body part until the injury is healed.
173-177 Vittles plundered, rats and other vermin have eaten into a container of food; scratch 10% of what was held in that sack or pack.
178-191 Walk into a branch, lightly cutting face or neck; character suffers 1 damage.
192-196 Walk into an overhanging limb, knocking the character flat; character suffers 1-3 damage per level.
197 Weather change on an unpredictable micro-level (even with regards to spells/abilities) produces a 4-point increase in wind or a brief rainshower that last 5-20 minutes.
198-200 Wildfire of a natural origin can be smelt or seen from a distance, but offers a threat to the players well-being depending on the wind direction.

Malady Checks represent the unfortunate and unpredictable mishaps, illnesses and setbacks that can occur during the course of any adventurer's life. In-game, the term "malady" serves as a blanket description for a wide range of inconveniences and adversities. No character is immune to these rolls, regardless of their skills, status or abilities—after all, anyone can have an unlucky day.

Checks are made randomly once per game session or when characters encounter particularly hazardous circumstances. While some maladies are minor nuisances, others can be dire or even life-threatening. As gameplay progresses, the table of maladies may grow introducing new possibilities for unexpected complications.

The chance of a malady occurring is 1 in 20. To resolve this, each member of the party rolls a d20 and announces their result. The DM also rolls a hidden d20, either behind the screen or using a cup. Once all players have rolled, the DM reveals their number. Any player whose roll matches the DM's suffers a malady from the table. This adds a layer of tension and unpredictability ensuring that no adventure is entirely without risk.

False Results

In some cases, the malady indicated may not align with the current circumstances; for instance, walking into a tree branch wouldn't be possible in a treeless environment. However, such situations can often be re-imagined to fit the context. For example, the malady could instead represent knocking one’s head on an outcropping of rock or a low beam in a hamlet the characters passed through earlier in the day.

If re-imagining the malady seems implausible, the DM can either choose to disregard the malady altogether or roll again, depending on what feels most appropriate for the moment.

Unforeseen Consequences

Some seemingly benign results from the malady table can take on far greater significance under specific circumstances. For example, a mis-step into an adjacent pond or stream might ordinarily result in little more than a soaking, but if it occurs aboard a rowboat in the midst of a storm, the situation could become life-threatening. Similarly, if a character has a known allergy to bee stings, disturbs a hive, or tears a tent at a critical moment, the consequences could escalate dramatically. A minor cut might pose little threat on its own but could take on new meaning if it happens just after the character has emerged from a cesspit.

The DM should carefully consider how each malady might be influenced by the situation, turning an otherwise trivial event into something with alternate or unexpected effects.

That said, the malady table is not generally designed to steer the campaign narrative. These results should typically serve as momentary distractions or flavourful inconveniences, with only rare occasions leading to more significant developments.

There always remains the possibility of cumulative effects resulting from relatively benign maladies. For example, a minor scratch or insect sting might seem inconsequential initially but could become a significant problem if left untreated. This might involve infection, swelling or spreading discomfort, which could impose penalties or debilitate the character further as the malady worsens. By integrating this progression into gameplay, you create a dynamic sense of urgency for players to address even minor issues before they escalate.


See also,
Healing
Rest
The Adventure
Travel