Malady Checks

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Malady Checks are an unpleasant part of every individual's life, as the word "malady" is used in-game as a blanket term for mishaps, illnesses, setbacks, inconveniences and such like. No character is exempt from these rolls, regardless of their prestige or ability — because anyone might, at any time, have a bad day. Checks are made randomly, once per game session, or whenever characters find themselves in especially dangerous circumstances. Some are dire and potentially fatal, while others merely create problems. As time passes, expect more and more possibilities to be added to the list.

The chance of a wholly random malady occurring is 1 in 20. It's suggested that every member of the party rolls a d20 and calls out their number; the DM also throws a d20, or rolls one using a cup without revealing it until the players have rolled. Any player's roll that matches that of the DM suffers a malady.

Table

Malady Table
Roll (d1000) Result
3 Allergic reaction causes character to sneeze uncontrollably and suffer 1 damage every hour, until removed from present vegetative environment or antidote given.
8 Burn self on a cooking pot or while reaching into the fire at dinner time; suffer 1d4 damage.
1 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.
2 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; restful sleep is impossible to obtain.
3 Cut self deeply while being foolishly distracted, while employing a blade, stake or similar-shaped object; suffer 1d6 damage.
13 Cut self lightly while rearranging gear or performing general work in camp; suffer 1 damage.
1 Falling rock either closely misses (1-7) or strikes (8) character from above. If hit, the character suffers 1-10 damage.
8 '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.
8 Insect sting produces a mild rash that denies the character a restful sleep that night, before subsiding.
5 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.
2 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.
13 Not enough gathered wood for the fire becomes apparent in the middle of the night; as the embers darken, something must be done.
8 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.
8 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.
5 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.
13 Walk into a branch, lightly cutting face or neck; character suffers 1 damage.
2 Walk into an overhanging limb, knocking the character flat; character suffers 1-3 damage per level.
8 Weather change on an unpredictable micro-level (even with regards to spells/abilities) produces a 4-point increase in wind or a brief shower, lasting 5-20 minutes.