Showing posts with label random tables. Show all posts
Showing posts with label random tables. Show all posts

Saturday, April 6, 2013

Reincarnation, New Feierland style


New Feierland is the most horrible place in the universe, and my favourite place to go adventuring in. It's run by Trent B on G+, and while playing it I've witnessed some of the most hilarious situations and unfortunate deaths, usually at the same time. Hopefully Trent will make it available to the masses at some point in the near future. It's too good a game not to.

Anyway Lame Jimmy Headshot Groinstab --- deftly played by Reece Carter --- got himself killed, and the question of reincarnation came up. 

The muse struck, and suddenly this New Feierland Reincarnation Table appeared:

Roll d100:

01. Mud
02. Shit
03. Dirt
04. A sheep's arse dag
05. A special snowflake. You melt.
06. A dog fart
07. A whiff of halitosis
08. Galoshes 
09. A broken rake
10. A blunt knife
11. A fork with all its prongs snapped off
12. Mud
13. Bad luck mud
14. The drool in the last mouthful of beer
15. Bootwipings on a doorstep
16. The toenail clipping in a harlot's bed
17. A grub
18. Shit
19. A stale cup of milk
20. The grit in someone's eye
21. Captain Alistair's belly fluff
22. His righthand man's sock
23. Rancid tripe
24. Guano
25. A mournful one-legged seagull
26. The squirming tail dumped by a lizard
27. The runt in a litter of sewer mice
28. Mud
29. The puddle in a cart track
30. One of Lady Chesterton's Spoodles
31. A slab of meat in a butcher's window
32. A pig trough
33. A pig
34. A happy pig
35. An unhappy pig
36. A fly
37. Mud
38. A lame mule
39. The most whipped nag in town
40. Shit
41. The Outhouse at the pub
42. The hivemind of one dog's worth of gnats
43. A mangy dog
44. A mangy one legged dog
45. A soggy teatowel
47. Soiled bandages at the hospice
48. A very special flavour of shit
49. A cup of tea. Tepid.
50. Mud
51. A lonely tinker's widow
52. A rusty hammer
53. A songbird in a landlord's cage
54. An off key piano
55. A hat, out of fashion
56. A headless chicken
57. Shit
58. The cat that all the kids love to kick
59. A mud filled wellington at the bottom of a paddock
60. The stuffing in a lost teddy bear
61. The rotten cork in a bottle of fine wine
62. A bent knife
63. The necrotic bite in an old man's arm
64. A two headed calf
65. A door knock resting down the bottom of the harbour
66. The most beautiful thing the world will never see
67. Shit
68. A gestalt creature made of fish heads
69. The personification of all New Feierland's regret 
70. A dried out quill
71. Mud
72. A fence post
73. A cracked bell in a church
74. A three legged stool with only two legs
75. A handless jug
76. The itch in the middle of someone's back
77. A freckle
78. Shit
79. A mop
80. A whip that never cracks
81. Arseworms in the nearest person
82. A sputtering candle
83. The handkerchief of a sweaty man
84. The shit stain on the side of a toilet bowl that everyone tries to piss away
85. A dead child's diary
86. The tick in a cow's ear
87. A disappointing meal
88. The fifth horn on a three eyed goat
89. A bucket of lard
90. Mud
91. A bloated toad
92. A blind raven
93. The oldest person alive; you have Tourette's 
94. A well loved merkin
95. The beer trough at Cooper's
96. A New Feierland baby
97. The saddle of an obese and flatulent man
98. A mud shit melange
99. An adult of the race of your choosing
100. A new god

Tuesday, February 12, 2013

Random Table : Healing from the Squid God


When healed by a priest of the squid god the target must pass a Fortitude Save (DC 10+ the number of times healed), or roll d20 on the following table:

1. The wound splits open wide, vomiting out loop after loop of a massive and stinking black tentacle that whips around searching for the head of the injured. The pain of the wound ripping apart inflicts the same number of HP damage as the original injury being healed; Its size, strength, attack bonus, armor and hit points depend on the HP of the original injury (5' long per HP/ 15+1 Str per HP/ +1 to attack per HP/ AC 10+1 per HP/ 1HD per HP) and it has one purpose: grab the head of the injured and pull it back through the now-gaping hole that birthed it. Should the tentacle be destroyed before it succeeds, the wound seals up completely healed. But on its first successful attack the tentacle wraps around the head of the injured, and on its next action will retract the entire tentacle back through the wound (make an opposed Strength check between the injured character and the tentacle to remain in this earthly realm). Should the tentacle succeed, the injured target is pulled inside itself and the oroboros-like paradox causes space-time to shit itself ever so slightly: a squirt of nothingness spills from the instance, and a Sphere of Annihilation is born.

2. The wound heals miraculously, with no immediate side effects; but every time the targets wakes from sleep, they find their head undergoing a strange transformation. After the first sleep, the eyes seem ever so slightly bigger and wider, the pupils dilated and what appear to be a ring of wart-like growths form around the mouth; the following night the change is more noticeable as the eyes begin to drift away from the flattening nose and the target's teeth begin to fuse; the following night all hair falls from the target's body, and the growths around the mouth are as long as baby's fingers. And so the transformation continues, the skull reforming as the eyes drift round to where the ears were (they fall off after the fifth sleep); the teeth weld into a single beak, the tongue hardens to become radiata, until the transformation is complete after the tenth sleep: the target is now completely squid-headed, with massive black eyes, writhing tentacles and a hint of fish stink. The transformation can be slowed by foregoing sleep, with attendant penalties and hallucinations, but the squid god will sooner or later mark the target as blessed by its caress. Elves, and other species that view sleep as the province of the weak, undergo a far more brutal transformation: the wound heals instantly, but they are crippled by abdominal pain as their arse sprouts tentacles and a chitinous beak emerges. The new mouth hungers, and the digestive flow is reversed.

3. The wound heals miraculously, with no immediate side effects; but in the middle of the target's next sleep the wound ruptures open to reveal a vast black eye nestled in the target's flesh, staring outwards and clearly alert. What it sees it does not share with its host; covering the eye for more than ten sleeps causes a rash of boils to break out over the hosts skin. Lancing the boils, or letting them burst after several days, reveals that each contains another searching eye. The character may go about their business, but know that the squid god witnesses all they do.

4. The wound heals miraculously, but the target immediately begins to feel extreme nausea, and in moments is on their hands and knees vomiting up gouts of black ink for the next ten minutes. For the next ten days and nights, whenever they breathe out, a small plume of black ink pours from the mouth, and whenever they speak (even whisper) the ink cloud forms the words spoken. After the tenth sleep, a Fortitude save (DC 10+HP of original wound) banishes the effect.

5. The wound heals miraculously, but with strange blotchy patterns flow out under the skin like spilt ink. The blotches flash vividly, from neon blue to scintillating red to the color of the surrounding environment, cycling through the colors in a garish distracting pattern (-2 to attacks to all nearby companions, and +2 to be hit by enemies cause the vibrant display makes them an easy mark). Each day the target may make a Willpower check (DC 20-number of days since being afflicted) to gain control over their new skin spasmodic chromophores. Once successful, the target can now alter their skin color to gain +4 to stealth checks when striped down, or mimic the effects of a Hypnotic Pattern spell 1/day per 3 levels.

6. The wound heals miraculously, but the target is immediately wracked with incredible pain as each joint in their body is broken. A Fortitude Save (DC30) is required to remain conscious, but really the target wants to be out cold for what happens next. Over the next ten hours, each bone in the target's body is slowly expelled one at a time, either vomited or shat out, with only a single fused spine remaining. The quivering mess that remains is still alive, though the skin puckers and boils along the inside of each limb, and suckers emerge, as do siphons at the base of the neck. When the process is complete the target is able to pull itself along the ground at a slow 10' per round. Each limb is able to stretch twice as long as its former length, but they are excellent at grasping and holding on, granting a +4 to climb, grapple, disarm checks and any other appropriate circumstance. In the water however the target is able to move freely and at great speed (60' rnd), and able to dive to great depths. On land though the target is a pathetic puddle of flesh; Cha reduces to 3. Better get a bucket.

7. The open wound heals upon the touch of the squid priest, but does not close. Slashing and piercing wounds well up with blood black as night, and crushing injuries bruise, blacken, bubble and burst. A gout of ink sprays forth, covering the surrounding area in slippery liquid, for several rounds, til the torrent reduces to a steady stream and then peters out to a trickle. It is ink, and it continues to flow unless the wound is blocked by whatever means the characters devise, though blocking it will cause the inkflow to well up under the skin and seek out other openings in the target's body. The ink has a purpose, and wants to spill out into this realm; should the ink be gathered and used for writing or illustration that furthers the squid god's designs, the words will prove most persuasive and the shapes and forms alluring (effectively a +4 blessing to seduce or inspire). Also, should the wound be left unstoppered while asleep, the ink will spill out in esoteric forms that (with appropriate arcane knowledge) supposedly reveal the squid god's dreams and commune the squid god's desires.

8. The wound heals miraculously, with no immediate side effects; but the mark of the squid god is upon  the target. Ancient and implacable foes learn of the bearer of the mark, and seek the bearer out within malicious intentions. The bearer of the squid god's blessing draws the ire of cetaceans, and whenever the bearer is on or near the open sea, aggressive pods of whales and dolphins draw near, and given the opportunity, seek the bearer out to harm them. Should the bearer take to the high seas, the mark serves as a lure to the leviathan, an ancient dire-whale of immense proportions that will cross entire oceans to seek the bearer out (use the biggest whale/athanc/monster-of-the-deep you have handy with max HP).

9. The wound bubbles and bulges with blisters that rise burst with alarming speed, each revealing circular suckers that draw the wound close. Thereafter a patch of small but functional suckers remains, and any light-weight object can be placed upon the suckers and not fall away. How this can be used for the character's advantage depends on the location of the wound and the player's cunning.

10. The wound heals miraculously, but it is clear that the injured flesh and surrounding skin is no longer human. It takes on a pale rubbery appearance, speckled with chromophores, and needs to be bathed daily or it begins to take on the stench of rotting fish (-1 to -3 on social checks in the presence of the stinking character, depending on the size of the original wound). If after three days the flesh has not been bathed, rot sets in, and the dead flesh falls away leaving horrid sores and infections. During this process, the character receives a -2 to -6 penalty on social checks, again dependant on the size or the rotting flesh, and should the rot be in a promenant location they receive a permanent -1 to -3 to Charisma from the terrible scarring.

11. The wound heals miraculously, but leaves behind a hard surface of scar tissue. Over night, the scar tissue begins extruding a stubby and rubbery protrusion, complete with minuscule suckers along one side, that grows with each passing sleep. On the tenth night the tentacular growth is complete, 1 foot long for each HP of damage received in the original wound. It can retract somewhat, shortening to half its overall length, and the suckers are excellent at grappling and holding on to things (+4 to related rolls) but lack the fine motor skills for writing or gunplay. Hopefully the wound was not to the head. 

12. The wound heals miraculously, but immediately after a headache develops behind one of the target's eyes. Overnight the eyeball swells to gargantuan proportions and the skull alters to accomodate the change, leaving the target in crippling pain (-8 to all actions) during the transformation process. The following dawn the pain subsides, but the target now bears a massive eye the size and complexion of a colossal squid. The bulging monstrosity causes -3 to all social rolls, but grants nightvision to 120' (twice that far if the character already had nightvision). Time for some crazy shades. Or the world's biggest eyepatch.

13. The wound heals, but a mass of flailing tentacles erupt from the injury searching for purchase. A small squid emerges, with HP equal to the original injury, and unless there is water handy it flaps on the ground pathetically, losing 1 HP/round til it dies. Should the target take pity on it and place it in water (even a wineskin) it will survive for at least d3 days til it is submerged in salt water. Should it make it that far it will serve the target as a familiar. If the target already has a familiar, the squid will patiently wait for the first opportune moment to choke its rival and bite its face off.
14. The injury heals, but does not close; instead a mess of tentacles burst through the skin surrounding the wound, a chitinous beak emerges, and the injury grows deeper and deeper, the new mouth forming a small portal to the squid god's guts. Each tentacle has the following stats: 1' long per HP of original injury/ 15+1 Str per HP/ +1 to attack per HP/ AC 10+1 per HP/ 1HD per HP. The mouth is hungry, with a taste for the neural matter of sentient beings. Each brain it is fed grants a +1 bonus to one roll of the host's choice, that must be used before the following dawn; the host may accumulate as many +1's as their character level, but the bonuses gained from appeasing the squid god can only be spent on one roll. Failure to feed the squid god accumulates a -1 penalty to all rolls for each dawn that passes. Should the accumulated penalties grow greater than the host's charisma, the tentacles attack the host, attempting to pull them limb from limb and fed them to the mouth. cutting off all the tentacles is enough to sever the connection to the squid god's gullet, and the cavity that remains should be treated as a Bag of Holding of the smallest dimensions.

15. The wound heals miraculously with no apparent side effects; however when the target next sleeps they are plagued by a strange dream in which they are busy at work, when a storm bears down on them from out of nowhere. They flee but cannot help but be sucked up by the storm and hurled miles out to sea. As the dying dreamer sinks into the abyss, their last thought is a sudden awareness of a great leviathan rising up out of the void to devour them. They wake from this dream in dread, suffering a -1 penalty for all actions the following day. The dream returns the following sleep, more realstic this time, and the -1 penalty is cumulative, -2 after the second sleep and -3 after the third, and so on. As the dreams become more vivid the sleeper becomes aware that as they fall into the depths, the squid god watches in silence, tentacles beyond reach. And so it goes on, until the day after the tenth sleep, where the dream suddenly takes place in the waking world; as the character adventures on, the dreamstorm erupts into reality, sucking up the character and hurling them whatever distance through the sky to the sea. The impact with the waves breaks their neck, and they float down, down, down, to be devoured by the leviathan. The only way to avoid this fate is to call out to the squid god, either in dream or in the final occurrence, pledging a life of servitude to the lord of the tentacle, who will reach out and snare the character, rescuing them before they fall into the maw of the beast and returning them to shore fully restored. Should the character do so, the dreams will cease, though they must keep their pledge or suffer the doom they have dreamed.

16. The wound heals miraculously with no apparent side effects, but that night a rash of boils appears along the inside of each limb. Overnight they blossom and burst to reveal a multitude of sucker cups, running from the inside of the upper arm and down to the fingertips, and along the inside thigh and down to the tips of the toes. They are unsightly and strange, with a -2 to social rolls should they be revealed, but they are excellent at grasping and holding on, granting a +4 to climb, grapple, disarm checks and any other appropriate circumstance.

17. The wound heals miraculously, with no immediate side effects; however the touch of the squid god is upon them, and whenever the target is on or near the open sea, great schools of squid draw near, curious to see who bears the mark of their maker. Should the target treat these inquisitive creatures with care they will treat the target with respect and deference, and the target will find the gesturing language of the tentacle is revealed to them. The squid will understand all the target says in return.

18. The wound heals miraculously, with no obvious side effects. However the next time the target touches water directly connected to the sea (even a river that flows into the ocean a thousand miles away), they must make a Fortitude Save (DC 10+HP of original injury) or be permanently transformed into a watery simulacra of the character, with only their neural mass remaining intact inside the water form. But it is not alone. A small squid – an ambassador from the squid god no less – has been chosen to explore the surface world, using the character's form as the vehicular means to do so. With the emissary having a direct link to the squid god, it is able to seek the god's blessing on the character's behalf, granting them access to 1 first level cleric spell per three levels if they are not already a priest of the squid god; if they are a worshipper of the tentacle, their maximum number of spells by level increases by one. The character acts and behaves in the same manner as before, and is able to pursue their own goals; the squid god merely wishes to learn more of the landlubber life. They lose the need to eat, but must drink enough to replenish their volume in water every week. Treat the ambassador squid as a 5th level priest of the squid god, with a full compliment of spells at its own disposal, that if treated well will dispense divine aid to preserve its host and entourage; it will actively defend itself against any attempt to kill it, and can momentarily control the host's body in dire circumstances (requiring a Will Save by the host DC 15 to remain in control; failure place's the host's body under the command of the ambassador for 1d6 rnds, at which point the character can attempt to reassert mastery over their body). Should the ambassador be slain, the character's body returns to its flesh and blood form.

19. The wound heals miraculously, but the body of the target begins to harden and stiffen. After a sleepless night of cramps and convulsions, the target rises to find their inner workings transformed. Small siphons appear below the ear, enabling to the character to breathe underwater til they get bored of it. The character's body has also been repressurized to be able to withstand the crushing weight of water at the bottom of the ocean. The upside to this is the natural toughness of the character increases, granting a +3 AC bonus. The downside to this is high pressure bleeding: should the character be slashed open or pierced they gout blood like deep sea ninjas, losing 1 HP/rnd until the wound is staunched. The other downside is that there is a reason for this transformation: each dawn the character is in earshot of the sea and hears the sound of the sea upon the shore, they must make a Will Save (DC 10+ number of days spent near the ocean) or feel compelled to make the arduous journey across the sea floor and through the abyss to the sunken city of the squid god.

20. The wound heals without incident, but the target immediately becomes aware of a vast, uncaring presence lurking beyond the horizon, that is suddenly aware of them. Whenever the target draws near the sea, the presence feels close by, and should the target take to the waves, a vast dire-kraken will reveal its presence - usually by crushing what ever ship the target is on, and the surrounding fleet should one be handy. That is if the target fails to master the kraken and force the monstrosity to do the target's bidding. This battle of minds involves two things – direct eye contact while mastery is established, plus a single Willpower Save vs DC 25. Should the character succeed, they are able to command the dire kraken and set it on a course of destruction against any one target of the character's choosing. The  dire-kraken's target can be anything accessible from the sea – a person, a ship, a city, a landmark. Whatever the character desires destroyed.

Unless otherwise stated above, all wounds healed have the following conditions:

All slashing wounds healed by a squid priest leave a subtle patina of suckermark scars around the edge of the injury.
Crush damage that is healed by a squid priest leaves an angry patch of boils. Occasionally they swell and burst, spawning a solitary squid that will seek its way back to the sea (or tastes mighty fine on the barbie).
Piercing damage healed by a squid priest does not close up; instead it dribbles intermittent gouts of black ink; annoying at best.
Autopsies conducted on people healed by squid priests will reveal the presence of tentacular growths from the organs throughout the body. The more healing they have received, the greater the size and number of tentacles.
All these effects can be completely mitigated and reversed by taking an oath of obedience to the squid priest's deity.

Monday, March 19, 2012

We're Here to Lick Your Toads

Ah, toadlicking.

Many thanks to all the suggestions on G+ when I thought my players were gonna get some froggy frolicking; didn't happen last week, so I took the crowd-sourced ideas and ran with them.

Each time a character goes for a bit of amphibious tongue action they must Save vs Poison or roll d12:

01. The frog tastes like cupcakes and the licker gains +d4 to one random ability, but loses the same amount from another random ability. The effect lasts for one day. However the effect is completely addictive and the licker must have the frog with them at all times or the random bonus immediately fades and the penalty becomes permanent. Additionally, each lick thereafter the licker must make a Con check; success reduces the effect by one as they build up an immunity to the chemicals, but if the frog is killed the licker is at -2 to all rolls until they procure another frog (of any kind) or 3 months of grieving have past.

02. The frog tastes like rancid dung and the licker immediately begins to suffer acute fears that monsters are out to get them. Just because your paranoid, don't mean they're not after you...  the chemicals activate pheromones in the licker's body that lure surrounding monsters like flies to shit. Immediately roll 3 times on wandering monster tables, and d6 for each monster for how many hours before they appear. All attacks will be directed at the licker unless impeded. In the meantime, the licker gains +4 Initiative for being so jumpy, and loses -4 to CHA for being so freaked out. The effect wears off in 2d6 hours; should the licker be on the move roll twice more on any wandering monster tables.

03. The frog tastes like frozen meat and the licker's tongue sticks to toad like a icy lamp post... and cannot be removed without losing the tongue as well. Over the next week chemical reactions from the toad's flesh cause the tongue to dissolve, and be replaced by the frog, which sets up camp inside the licker's gob and melds into the flesh of the mouth. The parasitic frog feeds off any food, and makes french kissing rather bitey, but it's not all bad: the frog looks after its host in what ways it can, swatting away bugs with its tongue and producing adrenalin-sensitive chemicals that grant the user +1 to all combat rolls per round for each round after the first round, up to +d4 per combat. (So 1st round no bonus, second round +1, third round roll d4 to see if the bonus goes over +1, etc).

04. The frog tastes like childhood memories and the licker is overwhelmed for d12 hours by flashbacks and lost thoughts so distracting that the licker suffers -2 to all rolls until the effect wears off. Amnesiacs gain a sudden glimpse into memories that elude them, the insights gained from reexamining formative events are strangely empowering, and the licker emerges from the experience feeling self-confident and assured. If the licker passes a Wisdom check they benefit from the insights to such a degree they receive +2 Charisma, permanently; but if they lick the frog again, the memories are stolen from them leaving them permanently confused: lose the +2 Cha bonus and suffer -2 Wisdom as the licker tries to make sense of who they are.

05. The frog tastes like sex and the licker drops an aphrodisiac straight to the brain. The licker breaks out in a profuse sweat and the overwhelming urge to mate sees them nekkid and randy within seconds. All the licker wants to do is get it on for d12 hours. The only real issue here is that they're attracted to frogs. Go swim in the genepool and see what crawls out.

06. The frog tastes like rubber and the licker's tongue is stuck to the back of the frog while strange chemicals affect the elasticity of the tongue. Pulling the frog away causes the licker's tongue to stretch up to 3d4 feet long where the frog finallypeels off; the licker now has a prehensile tongue much like a frog's and is able to retract it and shoot it out at will. The tongue is coated in a sticky film with a Strength score equal to one third the licker's Strength. The effect appears permanent, but each week the licker must make a Con check vs 15 -1 per week passed; success sees the tongue return to normal. failure means the tongue retains its elastic state.

07. The frog tastes like a nine-volt battery and the licker won't be able to taste anything else for d4 weeks, though throughout this time licker feels a growing kinship with frogs which lasts until their dying days. The licker permanently gains the ability to speak with frogs, and any encounters with frog-like creatures start out on the best possible terms. You are now part of the tribe.

08. The frog tastes like... no wait it tastes like... or it... buh... wut? The licker suffers immediate sensory transference, and the five senses get all crosswired with the wrong sensory organs. Sight, sound, touch, taste and smell are rearranged. The licker can see the aromas, feel flavours, taste noise, hear light, and smell textures, and is generally completely screwed for the next d12 hours while their brain tried to hotwire itself into making sense of it all... -4d4 to all rolls during this time BUT... the next creative endeavour undertaken - performance, crafting, item creation, whatever - is colored by the experience and is so visionary it is an automatic success of the highest possible result and then some. Congratulations, you've just invented a new art form.

09. The frog tastes like sweet mana from heaven and the licker immediately recovers d6 HP/level, feeling incredibly refreshed, rejuvenated, and slightly light headed: the licker must then pass a Fortitude Save or permanently lose one point of Intelligence, which the frog immediately gains.

10. The frog tastes septic and the licker breaks out in a sudden sweat - yellow, putrid mucus with an overwhelming stench. It gouts out of every pore, and within d6 rounds the licker is completely coated in a rapidly congealing shell of pus. Within d6 minutes the mucus forms a cocoon around the licker, with an AC equivalent to full plate. d6 hours later the shell cracks and the licker spills out; their hands, arms and legs are twice as long as before and webbed. The transformation grants +8 to swim and jump checks, and -4 to Cha. Fortunately the change is curable; to reverse the process the licker merely needs to eat the mucus shell.

11. The frog tastes like weak piss and the licker's skin turns completely translucent, revealing the macabre inner workings of their body. The licker is overwhelmed with feelings of exposure and insignificance and bursts into quiet sobbing for d4 hours, compulsively answering all questions as honestly as possible. At the end of the ordeal the licker's skin reverts back to normal, save for one small patch of skin; randomly determine where the 1d4 inch diameter window into the body is found.

12. The frog tastes like armpits and the licker has the ever-so-strange sensation that they are a toad and that the licker's companions are licking them. Unless the companions pass a Willpower save they are irresistibly drawn to lick the licker-toad; roll again on this table to determine the effect on all the companions, ignore results 3,7, and 12. Instead, the licker-toad tastes like hot chip poutaine. Their companions will stop in d4 hours or so.



Friday, March 2, 2012

Random Table : Healing from the Spider God



When healed by a priest of the spider god the target must pass a Fortitude Save (DC 10+ the number of times healed), or roll d20 on the following table:

1. A swarm of spiders erupt from the healer's hands and scurry into the wound, leaving a thick trail of webbing that they use to pull the torn flesh shut.

2. The wound closes shut and heals miraculously, with no immediate side effects; 3d4 hours later, whenever the target speaks, tiny spiders crawl out of their mouth and find places to hide on their body. Close inspection reveals the small hieroglyphs inscribed on each spider's belly, one for each letter of each word spoken. This unnerving effect lasts d3 days. (Clever players may use this to translate the hieroglyphs into modern speech, a difficult task but one that will unlock ancient texts of the spider god). 

3. A fat spider as big as fist slowly crawls out of nowhere and sinks its fangs into the wound. The flesh blisters and boils and rapidly swells, closing the wound, with the spider inside it.

4. The wound closes shut and heals miraculously, with no immediate side effects; however, whenever the target turns around suddenly they have the awful sensation of walking face-first into a thick sticky spiderweb that only they can feel. It is terribly distracting, causing a -2 all rolls during strenuous activity (combat, dancing, chases, etc). After d3 days the effect wears off.

5. Gossamer trails of sticky strands fall from above and land across the injury; whereever they land they suddenly constrict, binding the open flesh.

6. The wound closes shut and heals miraculously, with no immediate side effects; however for the next d4 days, whenever the target, or anyone within d100' of the target, wakes up after a decent sleep their eyes are filled with spiderwebs and take d6 rounds to pull off. 

7. Eight long spindly legs erupt out of the gash, grab the surrounding skin with their claws, and pull it shut.

8. The wound closes shut and heals miraculously, with no immediate side effects; within d20 hours the target is overwhelmed by the need to get butt nekkid as their skin begins to itch terribly. With each passing hour their skin gets harder and harder, and after 2d4 hours they are completely immobile, with a hard outer casing (equivalent of full plate armor). They remain in this state for 3d4 hours, until a vertical split appears down their spine. The target begins to molt, shedding their old skin, and emerging renewed and invigorated, with eight eyes in various locations around their skull.

9. Spiders scurry out of the priest's mouth and run across their skin to the injury. The first spider pulls the edge of the wound together, then sinks its fangs in and holds it close with its painful bite. The other spiders do the same, forming a long line of stitches that burrow into the upper dermis. They fall away within d6 days.

10. The wound closes shut and heals miraculously, with no immediate side effects; after an hour the target's throat begins to itch, and within d8 hours they begin coughing up spiderwebs for d4 hours. This effect passes, but leaves the target ravenously hungry for flesh, a hunger that cannot be satiated and lasts for 2d4 days. During this time the target's shit is riddled with spiderhusks that get bigger each time, till towards the end they pass nothing but spiderskins. at the end of this time they are suddenly wracked with abdominal pain, a crippling episode that passes within moments. From then on the target's hunger and digestion returns to normal; only when they are completely still do they have the vaguest sensation that something is crawling around inside them. The next time they receive a major slashing wound, a cat sized spider erupts from the wound to the target's defense, and if it survives treat it as a familiar. If the target already has a familiar, the spider will try to kill it at the first opportune moment.

11. A solitary spider's leg slowly extends out of one end of the wound, digs its claw into the other end, then zips the wound shut as it disappears back inside.

12. The wound closes shut and heals miraculously, with no immediate side effects; within d6 hours the target's flanks become itchy, and a red rash breaks out on the sides of their torso. The rash continues to worsen and irritate, and the target is compelled to scratch away until the flesh is raw, revealing to dark protrusions on each side. From now on every time the target receives healing from a spider priest the protrusions grow d10 inches. This is in addition to rolling on this table as normal. Eventually the protrusions are revealed to be spiders' limbs, and while unable to hold any objects or make extra attacks, the limbs greatly aid in climbing. 

13. Thick web begins spooling out of the wound, and in moments it is completely covered over like a cocoon. The web slowly hardens like a scab and falls away in d8 days; during this time, cutting the web open causes the injury to inflict the same damage and thousands of spiders spill out of the gash.

14. The wound closes shut and heals miraculously, with no immediate side effects; within d4 hours the target begins to suffer severe pain in their teeth and jawbone. this pain lasts for d2 days. at the end of this period the pain ceases and there is no noticeable difference, though the first time the target places their lips on warm flesh poisonous fangs shoot out and injects a fearsome venom into the unsuspecting recipient. the venom does d10 CON damage and paralysis that lasts for d20 turns (save for half damage and no paralysis). it takes one day full day for the poison to accumulate in the poison sacs. 

15.  Two spinnerets appear on the target's tongue, and they begin vomiting spiderwebs until they figure out that the webs are to coat the injury, forming a scab as above. Once this is done the vomiting ceases, though every d12 hours nausea overwhelms the target and they need to coat the wound once again. This passes within d6 days.

16. The wound closes shut and heals miraculously, with no immediate side effects; within d6 hours the target's flanks become itchy, and a red rash breaks out around base of the spine. The rash continues to worsen and irritate, and the target is compelled to scratch away until the flesh is raw, allowing three protrusions roughly the size of a fat thumb to jut out. The target now has spinnerets; they shoot out web whenever the target is surprised, for  a distance of up to 60 feet, as long as the spinnerets are exposed (otherwise they make a sticky mess underneath any clothing). This can make the difference to life or death in any sudden falls, and the target can spend XP to gain a skill in Spinnerets and learn how to make more skillful and useful constructions. Treat as a web spell that can be used three times a day.

17. A bloated spider the size of a dog crawls out of the shadows and squats over the injury. It sinks its fangs into the wound, injecting a colagutive poison that stops any bleeding within d3 rounds. The flesh around the wound rapidly hardens and becomes necrotic; the spider hangs around the target feeding on the flesh until it heals within 2d4 days, when the spider leaves. When the wound does heal it does not close, leaving a deep scar and possible permanent reductions to CHA depending on the location of the wound.

18. The wound closes shut and heals miraculously, but whenever the target tries to talk their mouth is filled with webs, making any conversation or somantic spell impossible. Charades is fine though. This lasts for 2d10 hours, during which time the target may freely communicate with any spider.

19. The wound closes shut and heals miraculously, with no immediate side effects; but the spider god takes a sudden interest in the strands of the target's fate. How this plays out is up to the DM. Chance meetings with people from the target's past, sudden escalation in the chain of events surrounding an important confrontation for the target, people important to the target suddenly dying in bizarre accidents... anything to illustrate that something is watching the target and messing with their fate.

20. The spider god has different plans for the target; a vast arachnid bulk reaches out of the shadows and grabs them (treat as a Retriever, p75 Fiend Folio, with a shadow-stepping ability, and replace the transmutation to swarm of spiders). If the target is reduced to 0 HP the black creature snatches up the target and pulls them back into the shadows. the target is lost forever, unless the DM wants to play out the conversation between a spider god and a talking snack bar. If the target is able to defeat the Retriever (reducing it to 10HP or less) the creature surrenders, and will serve as a mount for the target for a year and a day. 


Unless otherwise stated above, all wounds healed have the following conditions:

All slashing wounds healed by a spider priest leave a subtle tracery of weblike scars around the edge of the injury, which if toyed with can come loose and reopen the wound, doing d2hp bleed damage/rnd.

Crush damage that is healed by a spider priest leaves an angry patch of boils. Occasionally they swell and burst, spawning hundreds of tiny spiderlings. If caught and killed, the priest's deity is angered, and the spiders attack their host as swarm.

Piercing damage healed by a spider priest does not close up; instead it serves as a home for tunneling spiders shut as trapdoors, and the wound is surrounded by a thin veil of web. If caught and killed, the priest's deity is angered, and the wound begins to bleed doing d4hp/rnd. 

Autopsies conducted on people healed by spider priests will reveal the presence of webs and spiders deep inside the cadaver. The more healing they have received, greater the infestation.

All these effects can be completely mitigated and reversed by taking an oath of obedience to the spider priest's deity.