Malady Checks
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
Roll (d1000) | Result |
---|---|
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. |
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. |
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 results in a very dangerous fall causing 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. |