The Call Makab

Not all the Domains of Dread are drawn from worlds hospitable to life. Gaseous tempests whirl upon the hooked peaks of gravity-defying mountains, oily spires twist in semi-organic contortions, caustic fumaroles yawn and snap shut hungrily, and above it, all hangs a dying red orb."

Prologue

You and the other party members awake screaming. A young priest looks at you wild-eyed and sallow of face. He quickly explains that you were all dead and that he brought you back to life with this while showing a staff in his hand. He tells you that he found a rod of true resurrection (Rod of Rastinon) and he started bringing back whoever he could. Any scrap of humanity that he could find, he tried to cast the rod on. If asked, he will explain that he is a plainer traveler and that his name is Ogrin. He will also tell the characters that he has lost his mind.

Roleplaying Ogrin.

Ogrin is a planer traveler, Someone who has a plain shift spell cast on him randomly roughly once a year due to his cursed bloodline. He was driven to madness shortly after landing in Bluetspur by the unknown horrors that dwell there. In the middle of the conversation, he should stop abruptly and lock his eyes in the distance at nothing, staring into it for a good few seconds.

He will run away from the party in the night.

The yellow orb

If they chase Ogrin, he and the party stumble onto a glowing orb of yellowish light peeling open reality around it. Those with a passive Perception score above 16 should see it beforehand. The orb opens and as if pulled from another plain a group of 1d20 cultists surrounds a pool of unknown purple liquid. They are chanting loudly as the ground begins to shake. If the party does not interfere they summon a horrid mass of writhing purple flesh (stats of a Neolithid) that kills all but one cultist and lumbers off toward Mnt MaKab.

Map Locations

The shore

The shoreline of this domain in half still sea and half cliff face falling into forever.

Mount MaKab

Calling Makab a mountain is a wild misnomer; it is a malignant deformation on a planetary scale, a spire with no apparent summit.

It is the home of the elder god brain (Ted) it is covered in the purple creep twisting and pulsating back and forth. Smokestacks made of stone and creep jut out of the mountain at odd angles puking black smoke into the sky. The mountain stretches into the sky and past the clouds. Its contorted slopes stretch into the toxic heavens, and its form occupies the periphery of viewers’ attention no matter which direction they look.

Mount Makab is not a natural feature, but rather part of a colossal, illithid-designed device. Its purposes remain largely mysterious to outsiders, but one thing is certain: it amplifies psionic energy, allowing Bluetspur’s mind flayers to project their thoughts into other Domains of Dread.

The creep grows thicker here. Purple tendrils leak out of the landscape. Reaching up for any moving things. Most of the mountain is unexplored due to the god brain stopping them. Flesh-like tubes crisscross the mountain to relocate anything the god brain might want to. (little stone is left, Most of the landscape here is made from the creep.


Locations are inaccessible to creatures reliant upon basic terrestrial mobility or without the ability to access psionically controlled mechanisms. Entering Citadel Subtooine is simple, though, as fissures across Bluetspur, particularly upon Mount Makab, lead within.

Rimsa

Some places can only be found if you have been there before. Rimsa is a such location. One of the only safe havens in this land. Crystle-covered trees and a dark sky. Surrounded by thick fog Rimsa only reach out to those in need. Any nat 1 when searching or fleeing, and mists form around you and pull you in.

Deadlands

The deadlands are a sick patch of purple creep. All the creep in this section of the map is inactive. Black crystal trees grow in twisted shapes. The region reeks of death and rot.

The deadlands have a huge pyramid hovering over them. it is huge and dominates the landscape. it is shrouded in mist. (it is a mini domain of dread and needs a dark lord.)

At the center of the building sits a huge amalgamation of living meat and crystals. It breathes in long slow breaths. (This is a Mytholar made out of mostley out of the flesh of a gibbering mouther, crystals, and some other unidentifiable objects)

If camping in the Deadlands 1d10 rot grubs come in the night and try to burrow into the party after every CON save.

Citadel Subtooine

Below Mount Makab stretches the hive-like lair of the illithids. This mind flayer metropolis comprises innumerable interconnected compounds—laboratory vaults, custom prison-habitats, intellect devourer preserves, incubation domes, brain-filled synapse libraries, testing hippodromes, surgical theaters, and facilities that beggar rational description. Non-illithids find travel within the citadel maddening, like trying to find a specific point within a writhing knot of worms.

Forrest of glass

A huge cluster of black crystal trees. Some sickly green light emits from the center.

The river

The River is blood red and thick. It has things bobbing back and forth in it. If you follow the sources of the river back most drain out of mount.

Mount Grysl

Mount Grysl is the main location for those trying to hide from the Elder Godbrain (Ted) It is the location of the Master Ilithid and many others trying to survive.

Mount Grysl’s polypous spires once served as a secondary installation of the domain’s resident mind flayers, but the residents rebelled against the God-Brain’s self-serving obsessions. As one might amputate an infected limb, the God-Brain cut off Mount Grysl from its psychic network. The abandoned residents largely succumbed to infighting and each other’s amoral experiments. The spirits of these tormented mind flayers remain within Mount Grysl, as does the rebellion’s leader: a deviant that calls itself the Master and seeks to undermine the God-Brain.

The in-between

The in-between: Despite its look, This domain is teeming with life. All of the in-between places are covered in cave systems and vast patches of empty creep.

Bodies of water:

  • The print is a gigantic humanoid footprint filled with bright blue water.
  • Lake Makab is a large body of water at the base of Mnt Makab, It connects to the upsidedown river.
  • The slow river
  • The river of blood
  • Rimsa River, the magic of Rimsa keeps the river a light blue and flows slowly.

"This is Bluetspur. A Domain of dread in the Deep Ethereal."

Starting the Adventure

Not all the Domains of Dread are drawn from worlds hospitable to life.

The scale and impossible geometry of this plane induce instinctual anxiety.

Gaseous tempests whirl upon the hooked peaks of gravity-defying mountains, oily spires twist in semi-organic contortions, caustic fumaroles yawn and snap shut hungrily, and above it, all hangs a dying red orb."

Little can survive this wasteland, which is why these lands masters dwell underground.

If you have died here you are cursed to become a horrid monstrosity. You and 10 other people sit confused, in robes, looking terrified.

As you push off the ground to lift yourself up your hand sinks a bit, As you notice that the surface feels almost like flesh, pulsating.

You look up to see a putrid purple sky pockmarked with black clouds. The landscape is a dull purple.

As far as you can see, it is littered with what almost looks like a cruel mockery of trees. You look in the distance to see a mountain climbing into the sky but you realize it has no end.

This place confuses the mind and befuddles the senses. everything smells of burnt ozone and rotting meat.

As you walk forward you realize you've been here before. The scars on your body tingle with memories unknown. Can you reclaim your memories and your sanity? Or will This place turn you to its twisted ends once more?

"The Land: Formerly a Core domain", Bluetspur is now a barren island domain floating in the Mists. This unearthly place appears to have been physically broken off from the Core. Along its mountain chain (formerly part of the Balinoks), massive spurs of rock jut from the peaks at impossible angles, defying gravity. Stone arches bridge the summits, Large chunks of landscape look ripped directly from random plains, stuck at odd angles marking the only plant life. corkscrewing spires rise from the rock as if they were violently driven up through the surface. Every d20 days a wave in the ground manifests from one direction then another.

Suppressed Memories

Aberrant Evidence

d6 Evidence
1 A needle-like device buried under someone’s skin
2 An inexplicable crater or circle of scorched crops
3 A stable full of exploded livestock
4 An antimatter rifle (detailed in the Dungeon Master’s Guide)
5 A missing person or otherworldly being transformed into a brain in a jar (see chapter 5)
6 The damaged corpse of a vampiric mind flayer (see chapter 5)

If too much time has passed: The mound of flesh that is the landscape shutters and shifts. All the ground starts to move around you, too fast to keep up with, and (DC 15 dex save) you begin to tumble (or run) and you see a black void in the ground sweeping towards you. Always coming from the opposite way it came before.

You see the black void settle right under you. It feels like gel beneath you. The inky blackness shifts...shutters and focuses on you. It is an eye. You feel its knowing gaze peer deep into your soul. DC 5 Int saving throw. On a fail, you start walking to a mountain in the distance. You walk to the base of the mountain and escorted to the elder brain's chamber.

When you are brought to the elder brain it offers to let you go if you willingly feed it blood for 1d4 days. If you chose to comply then it heals you for any DMG taken.

If the party follows then the fear of this place has not been properly demonstrated. After completing the deal the Ted tries to kill the party via 1d4 Vampiric mind flayers and 1d4 Intellect devourers. on a D20 roll of 15 or higher made by the DM or a party member. If the DC is met. One of the party members sees a fleshy tube they can dive into DC 5 Dex check...if not this might be a wipe

Run or in one minute the eye opens and starts abducting NPC's. After two disappear, roll a DC 10 Dex save or be swallowed into the eye.

You find yourselves at a winding cavern. An amalgamation of fleshy terrain and gnarled ruins stretches down below you. The caverns below are filled with half-twisted creatures and blasphemous experiments. DC 15 check Troll parts scatter the rooms. Mindflayers walk mindlessly back and forth from room to room. The vampiric mind flayers in this place seem under some kind of spell. They harvest Troll Blood, Meat, and bile and dump them down a never-ending tube. The masters of the place have long since been killed or worse. If the vampiric mind flayers are disrupted in any way they attack and explode in 1d4 rounds (Only the ones directly disturbed)

DC 10 checks to find a cage full of starving Trolls. The party can free the Trolls that then react in a random way. Roll 1d6 to deterine how.

  • 1) The Trolls Attack the party! infected with some rage vires. (they do not regenerate)
  • 2) The Trolls Give the party 1d4 makeshift health potions (made from trolls blood...you hope)
  • 3) The Trolls lead the party to a stash of stuff (+10 to the pile of loot check) Take 1/2 and leave.
  • 4) The Trolls attack the vampiric mind flayers killing every single one.
  • 5) The Trolls go to the basement and "Fight the Creep" The party can escape easily.
  • 6) The Trolls scatter in every direction and do a little of everything.

Pile of loot

  • DC 10 to find clothes.
  • DC 15 to find fitting gear.
  • DC 20 to find a magic weapon
  • DC 25 to find an Artifact. (Everyone gets to make this check and can be different skills-based of RP)

If the party chooses to stay and make this their home in 1d4 days a Vampiric mind flayer shows up and tackles a party member. It then tries to communicate. A DC 20 int saving throw allows the party to communicate with it.

Athaekeetha

A vampiric mind flayer that somehow kept its mind. It is in constant anger and pain. It begs for a cure and after 1d20 days begs to die.

Roleplaying Athaekeetha.

She can not speak in any way. It can only communicate with other VMF.(as well as control them completely, up to 1d10 at a time) She suffers great pain and bouts of anger. Any time the party communicates with her roll a d100 (+/- the number of non-ilithids and Illithids around) on a 1 she attacks the party, only stopping after feeding on a party member or a DC 30 animal handling check. On a 100 she has a moment of stillness and can tell the party (with her mind) about a cure being made in Rimsa. She can not enter Rimsa under any means save being escorted by Skornando. (Athaekeetha is infected with multiple curses as well as the Phonic plague infecting Ted. it has no effect on anyone other then reinfecting Ted)

The party finds a "Creep" in the basement and 1/3 of the way through the fight freed Pirates to blow a hole in the wall and offer an escape.

A large tree sits in the distance. It looks like it's on an island sitting on a lone patch of dirt. When you get close the giant tree has been twisted into the grim visage of a face stuck in a silent scream. A druid is named Liliana. She is a Cervitaur and lives here and is doing vile experiments on Ilithids. Turning them into plants and other creatures. She has started to grow a small living portal but needs Human and Tabaxi flesh to finish it. (if the party helps they open a portal to Waterdeep and Gibbering madness begins.)

The tree lab

The lab is a location where hundreds of pods housing every manner of creature imaginable.

You find many different types of vampires and lycanthropes as well as many colors of slaad. When you get about 20-30 min in the party finds a pod that has been destroyed and is covered in blood. This is where Liliana came from.

The Creeper is a life form made from the purple fleshy landscape. It can not be killed. Only slowed. When it attacks, a faceless beak burst out of the Purple flesh attached to a long thick neck and 1d10 Tentacles with a +5 to grapple. If swallowed you are brought to the elder brain's chamber. When you are brought to the elder brain it offers to let you go if you willingly feed it blood for 1d4 days. If you chose to It heals you for any DMG taken.

Suppressed Memories

d6 Memory
1 You’re paralyzed on a cold table. Clicking sounds surround you. Pallid tentacles slither toward your face, each ending in gleaming surgical instruments. What are they trying to do?
2 Some unfamiliar reflex moves your arm. Looking, you catch a glimpse of a bruise slithering beneath your skin. What do you do?
3 A many-legged, ferret-like creature floats into your cell. You feel multitudes of unseen eyes upon you. What do your captors expect you to do with this? What do you do?
4 Rainbow storms assail the heights of a mountain so tall it seems to curve over you. You’re floating over a red wasteland, just one in a line of hovering beings. What do you see ahead?
5 You knew a stranger. You were each other’s comfort against fear and pain. Then they were taken away. What were their final words to you?
6 The figure hovering before you are deemed acceptable. They’re lowered into a pool, where pale, slug-like beings set upon them. You float forward. Why are you deemed unacceptable?

Any nat 1 when searching or fleeing and mists form around you and pull you in.

Village of Rimsa

Rimsa is surrounded by the fog of the land. A safe haven in a sea of eldritch terror.

    1. Skornando is the town trader (will trade anything for a mists key & will barter for you to work NOTE: he has any and all common gear and simple weapons)
    1. The local inn will feed and cloth anyone for free (Abagale the druid. Need music or booze.)
    1. A overworked alchemist (Landwell Tikrite) does what they can to help the folks that end up here. (needs undead flesh or dead things, Has Booze)
    1. A young druid withered and aged for how young she is (Abagale Dwarf) Is working to gather supplies as needed for the alchemist (Landwell Tikrite).
  • 5 All of the local trees are dying and have a Crystle that strat to grow off the dead trees. (DC 20 int and you can tell the Crystle have anti psionic powers. Landwell Tikrite can make this into protective gear that Ilithids are weak to. but can't focus on making the cure if they do.)
    1. A feast in honor of the 1 year of the mists protecting them( Every year Skornando disappears and the mists come down and almost everyone dies. Every one left has a mind wipe)

Darklord Skornando

Was tricked by his own hubris. He thought he could save everyone from a coming apocalypse and knew he only had the power to save himself. When he saved himself the land he loved was pulled into Ravenloft to be a safe haven for those lost in this sea of mad chaos. His curse is he knows he can't care for everyone and at some point, he will only be able to save himself.

Skornando is a Vistani, He is a level 5 druid level 5 ranger level 5 Warlock of the mist and believes he is doing his best and will get whatever the party needs to get them going.

If the party stays 4 days the mists dissipate and are beset on by mind flayers riding long blue lizards that breathe lightning. DC 25 int saves all around.

(If the party is friendly With Skornando He starts crying and tells the party everything. DC 25 int (Arc) check and you tell him how he can save up to 50 others with his power.) RP'ing Skornando: He is a very short Vistani, Extremely handsome, and charismatic. He has a mix of a Spanish and Italian accent. He is very kind, particularly to animals. Skornando can trade with the local mind flayers and can freely leave the Domain. (He can only travel to Barovia)

The Mindflayers capture and bring the party to

  • 1-5 the party is placed in a tube chamber and roll on the memory and sanity table
  • 6-10 S'lthell in a small but powerful uprising,
  • 11-15 you awaken with Ogrin naked (all your gear is gone) a few years later having been resurrected.
  • 16-20 The High Mastermind flayer of Mount Grysl, and a sizable group of mixed Illithids hunting the Rod.

Suppressed Memories

Check DC 20

  • 1.You walk to the mouth of a cave, You are covered in blood and a black Icher with a small weapon in one hand. You reach the cave mouth. What do you see?

    1. You command a group of two dozen troops of Illithids. You are all dressed for battle. What are you fighting?

*3. You awake in a small lake of pale red liquid. Something is in the water with you. What is it?

    1. You sit atop a colossal pyramid looking out at a vast purple landscape. You look into a purple sky shrouded by black mist, It parts for a brief sec. What do you see?
    1. You are flying on a metallic-looking disk with a single handle sticking out of it. The mist is thick at this altitude and you look down below. What do you see?
    1. You awake in the body of a Mindflayer! you know you should not be you but YOU ARE! what do you do?

All remaining Characters are pulled into a single memory Everyone rolls a D20 (lowest wins) then a D6 will determine what memory is true

after 24 hours the players awake in red liquid-filled cylinders and must find a way to break free (DC 15 check)

Bluetspur Adventures

d8 Adventure

  • 1 Character awake within the shattered remains of a fluid-filled tube deep in Citadel Subtooine. They have no idea how they arrived there.

  • 2 A cavern the characters were exploring seamlessly abuts with Bluetspur, trapping them in caves overrun with vampiric mind flayers (see chapter 5 VGR).

  • 3 A strange message leads characters to a silvery vessel full of alien mysteries wrecked on Bluetspur’s surface. The only surviving creature in the wreck is a cunning displacer beast.

  • 4 The characters find a strange but adorable creature trapped within an abandoned alien installation. The being is a lovable companion until it reveals itself to be a star spawn emissary (see chapter 5 VGR).

  • 5 An acquaintance of the characters complains of reoccurring nightmares. The complaints stop when the dreamer is taken over by an intellect devourer.

  • 6 An inventor requests the characters’ insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map into their minds and emits a telepathic call for help. The map leads to a mind flayer who wants to put the God-Brain out of its misery.

  • 7 A farmer hires the characters to protect his family, whom he believes—without evidence—are being abducted and returned every night.

  • 8 The High Mastermind flayer of Mount Grysl seeks to claim all the God-Brain knows. To do this, it creates a copy of the Apparatus (see “Mordent” later in this chapter VGR). All it needs is a relic called the Rod of Rastinon, which it wants the characters to retrieve for it.

Adventures Out of Time

The most effective way to reveal the characters’ missing memories is to revisit them as an adventure. Players might run lower-level versions of their characters or use the survivors from chapter 4 to represent their past selves. Or characters might play forgotten versions of themselves—perhaps very different from who they are now—or individuals in the memories of another character. Run this adventure as an experience detached from your campaign’s timeline, a flashback that relates the terrors of being a victim of the mind flayers’ plots. Death likely doesn’t mean much in these adventures, as characters somehow survived to remember their traumas—perhaps through miraculous mind flayer surgeries. However, developments in the past can provide all manner of revelations, potentially unveiling terrifying truths hidden within characters’ own minds and bodies. Many of the domains in Ravenloft float independently in the Misty Border, forming isolated Islands of Terror. Each is permanently surrounded by the Mists and has no physical link to any other domain. These Islands are continually forming and disappearing. The Nature of Islands

The Islands of Terror are some of the most unstable domains in the Demiplane. In time, most Island domains stabilize. Sometimes, however, the domain lord is eventually deemed unworthy of being a lord. In these cases, the Island ceases to exist, either returning to the Mists or to the plane from which it was snatched. Alternatively, if the lord proves himself sufficiently foul, the Island might stabilize and join the Core or one of the Clusters. More infrequently, a Core or Cluster domain may even be reduced to an isolated Island in the Mists.

The Grand Conjunction seems to have had its greatest impact on the Islands of Terror. At its conclusion, many of the older Islands were drawn together to form Clusters. Solitary Islands still float in the Mists, but some of the familiar ones have changed.

The sun never shines in this land, so it has no distinct day or night. However, the entire horizon glows with the ruddy hue of dusk, casting a reddish tint over the land and constituting "day". When "night" falls, the sky becomes completely black, and lightning begins to strike with electrifying frequency.

Those who remain under the open skies during these storms cannot hope to survive. However, those who take shelter underground must deal with the mind flayers.

Though various streams drain from the mountains, vegetation is almost nonexistent due to the absence of sunlight. A few species of sticky fungi grow in the crevices at lower elevations, but the land is otherwise barren and stony save for random growth brought in that quickly dies.

Cultural Level:

An alien form of the dark-age domain.

The Folk

Only one group of people live above the ground in this domain in a settlement called Rimsa (A mini domain of dread). The only other inhabitants of Bluetspur are the illithids (also know as mind flayers), their servants, and a growing number of vampiric illithids.

The Law

This domain is ruled by a powerful being known only as Ted the god-brain. This creature uses mental domination to control his subjects.

Personalities of Note

  • Athaekeetha: A vampiric mind flayer that somehow kept its mind. It is in content anger and pain. It begs for a cure and after 1d20 days begs to die. RP'ing Athaekeetha. She can not speak in any way. It can only communicate with other VMF.(as well as control them completely, up to 1d10 at a time) She suffers great pain and bouts of anger. Any time the party communicates with her roll a d100 (+/- the number of nonilithids around, depending on stress) on a 1 she attacks the party, only stopping after feeding on a party member or a DC 30 Anamle handling check. on a 100 she has a moment of stillness and can tell the party (with her mind) about a cure being made in Rimsa. She can not enter Rimsa under any means save being escorted by Skornando. (Athaekeetha is infected with multiple curses as well as the Phonic plague infecting Ted. it has no effect on anyone other than reinfecting Ted)
  • The High Master Illithid, a 20th-level metapsionicist, constantly seeks the means to usurp the power and position of the god-brain. He and Lyssa von Zarovich (a relative of Strahd) were the creators of the vampire illithids that threaten the current inhabitants of Bluetspur.

The High Master Illithid has continued the "No Tadpole left behind" experimentations. Giant mind flays comingle with Tiny (pixy) mind flayer

The High Mastermind flayer of Mount Grysl seeks to claim all the God-Brain knows.

To do this, it creates a copy of the Apparatus (see “Mordent” later in this chapter VGR).

All it needs is a relic called the Rod of Rastinon, which it wants the characters to retrieve for it.

She will work with or even save the party at any point if she thinks the party can help.

She is watching the party as if the scrying spell (DC 35) and can not see Ogrin Morningstar in any way.

(If given the rod it and all traces of it disappear and DO NOT help to stop Ted.

If you are somehow friendly with The High Mastermind flayer she offers to bring the party back in time to take over the prime. She turns the party into Ilithids. This is an Easter Egg to start Gibbering Madness as Illithids)

  • *Skornando The Dark Lord of Rimsa who only wishes to save everyone in Bluetspur

Finding the cure for vampirism

Landwell Tikrite, a nonbinary halfling alchemist who dwells in the town of Rimsa holds the secret to ending the elder brain's ailment.

A mind flayer known as S'lthell has traveled to the surface seeking a cure for vampirism. They are hiding in Rimsa disguised as a half-drow named Lith'Die'el. A decade before, its colony's elder brain was afflicted with vampirism. Illithid tadpoles placed in the spawning pool where the elder brain dwells have similarly been afflicted and become vampiric mind flayers. Over the years, these creatures have overrun the colony. Because the elder brain attacks any mind flayers who oppose its growing army, S'lthell fears the colony will collapse with no new mind flayers being born.

Encounters: The vampire illithids are rabidly insane monsters, but one of them has retained enough of its intelligence to become even more dangerous. Its name is Athaekeetha, and it is featured in the Ravenloft Monstrous Compendium Appendices I & II.(2e)

The number of vampire illithids in Bluetspur is constantly increasing. Thus, characters who remain above ground in this domain have a 25% chance twice per day of encountering 1d4 of these vile creatures.

Vampire lllithid with 1HP remaining (Bloodlust)

Mind blast creates a cone 60' long, 5' wide at the base, and 20' wide at the end. This can be done once per round. The victim must save vs. wand at DC 5 int saving throw or be stunned for 1d6 rounds, and he must make a madness check of DC 10 or suffer long-term effects.

Personality: insane.

Due to the electrical storms, any character who remains above ground during the "night" must make a successful saving throw vs. DC 5 int or wis saving throw. Each round or be struck by a bolt of lightning. Failure to save indicates that the character suffers 4d6 points of damage (save again for half damage). Characters may take refuge under the rock outcroppings, but they will have no room to fight if attacked.

The living mind flayers appear at the surface only occasionally. However, the use of magic here creates an arcane resonance that can attract their attention. Each time a character casts a spell, he has a percentage chance equal to twice the level of the spell to draw the attention of the mind flayers. If the detection roll is successful, 2d6 mind flayers teleport into the area 1d4 rounds later. They always attempt to subdue visitors and add them to their servent pool.

Each night spent in Bluetspur also brings horrid nightmares. The dreamer imagines dark, foul creatures slinking out from the rock and devouring all that is good. A horror check is required when the character awakens.

Further Reading: The adventure Thoughts of Darkness (2e) provides more information on Bluetspur and details the events surrounding the creation of vampire illithids.

Vampiric mind flayers: Vicious siblings to mind flayers

Vampiric mind flayers are physically and mentally unstable beings. Ghoulish creatures, they let nothing stand between them and their existential imperatives. Although they possess the telepathic abilities of mind flayers, their brains aren’t equipped to employ them. Instead, they bombard nearby creatures with a mental static of visceral visions.

  • Source: Van Richten's Guide to Ravenloft

Vampiric mind flayers are animalistic predators that appear in Bluetspur, a Domain of Dread of cosmic horror and monstrous experimentation. They are the result of an elder brain that infects mind flayer tadpoles with vampirism. Reaching maturity, these mind flayers hunt down humanoids beyond the Mists and drain them of their cerebral fluid. Bloated and lumbering, vampiric mind flayers will return to their elder brain to be liquefied into a balm.

Vampiric mind flayers disturb their more intelligent and sophisticated siblings, mind flayers. They lack personality or desire beyond serving their elder brain. For mind flayers, these creatures are the stuff of nightmare — they are mind flayers that lack agency and have no sense of self-preservation except to return to the God-Brain to be destroyed.


Bluetspur: The Domain of Alien Memories

Bluetspur is an incomprehensible wasteland of floating mountains and violent storms. Few creatures roam the inhabitable surface world of this Domain of Dread, though many have taken refuge deep underground. There, mind flayers toil away in futuristic laboratories for a cure to an alien disease that slowly kills the God-Brain, the domain's Darklord. All the while, the God-Brain dreams up more terrible experiments and creations in its demented state, including the ravenous vampiric mind flayer.

If the inclusion of Bluetspur doesn't suit your campaign, you can include vampiric mind flayers in other ways. An ancient vampire might have sought more powerful minions and experimented on mind flayer tadpoles. Or a human scientist could have sought to weaponize these creatures, but instead was devoured when its creation reached maturity.

Traits

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The mind flayer makes one attack with its tentacles. If that attack hits, the mind flayer can make one attack with its Drink Sapience.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Drink Sapience. The mind flayer targets one creature it is grappling with. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies.

Reactions

Disrupt Psyche (Recharge 5–6). The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Vampiric mind flayers have low Intelligence, so they might not properly assess threats. They might choose to keep a watchful eye on the barbarian with a bloody great ax rather than the wizardwith phantasmal force, for example. That said, you will have to decide whether the vampiric mind flayer's Wisdom score means that it will target an incapacitated creature and escape after draining it of cerebral fluid, or if it will attack those who are still standing.

Vampiric mind flayers are psychically linked to the elder brain that created them. If the God-Brain exists in your adventure and the vampiric mind flayers want to flee, then the Mists will roll onto the battlefield, opening a gateway to Bluetspur. This can trigger an adventure if the player characters pursue the vampiric mind flayer, which uses its high bonus to Dexterity (Stealth) checks to lose them before returning to the God-Brain.

A mind flayer seeks the party's aid

As you make your way through the bustling town of Rimsa, an older man dressed in robes lumbers forward, his eyes blankly staring into yours. He beckons you forward with a crooked finger. "A private ... audience ... if you will," he says, his voice strained.

This is no ordinary man. In reality, it's a mind flayer known as S'lthell who has traveled to the surface seeking a cure for vampirism. They are hiding in Rimsa disguised as a half-drow named Lith'Die'el. A decade before, its colony's elder brain was afflicted with vampirism. Illithid tadpoles placed in the spawning pool where the elder brain dwells have similarly been afflicted and become vampiric mind flayers. Over the years, these creatures have overrun the colony. Because the elder brain attacks any mind flayers who oppose its growing army, S'lthell fears the colony will collapse with no new mind flayers being born.

Making a deal with the illithid

Player characters who enter the caves surrounding Rimsa will be telepathically contacted by S'lthell, who has set up a base of operations nearby. It explains the blight of vampirism on its colony and offers a deal to the adventuring party: Help it cure the elder brain of its vampirism and it will see that humanoids trapped in the colony are released (also a ton of magic items if Friendly).

To accomplish this task, the party will need to research and concoct a balm that can cure the elder brain's vampirism. Further, the party will need to apply the balm themselves. S'lthell has been banished from the spawning pool after arguing against the elder brain's continued creation of vampiric mind flayers. However, S'lthell can ensure the party is tasked with looking after the elder brain, and that they are safely taken to and from the colony.

Refusing to help: Should the party refuse to help, a vampiric mind flayer will attack them at random in the following days. Following this attack, S'lthell will approach the party once more, explaining that the elder brain now seeks to extend its domain to the surface world and that this attack was simply to measure the "typical outsider response.

Despite the risks involved in invading the surface, no other mind flayers have risen to S'lthell's cause. Should the party still refuse to make a deal with S'lthell, the party will be attacked by a mob of vampiric mind flayers and intellect devourers. In the chaos that ensues, two mind flayers will attempt to Kidnap 2 party members and retreat.

Finding the cure for vampirism Landwell Tikrite, a nonbinary halfling alchemist who dwells in the town of Rimsa holds the secret to ending the elder brain's ailment. During their off-hours, Landwell studies the undead, believing that science can uncover the secrets to their unending lives — and use those secrets for good. In what way, Landwell isn't entirely sure. In exchange for creating the balm required to heal the elder brain, Landwell asks the party to bring back a sample from the creature for experimentation.

Creating the balm requires material components such as local cave mushrooms, the blood of a vampiric mind flayer, in addition to the fang of a vampire or vampire spawn. At night, one of these creatures can be found lurking in a nearby ruin. During the day, the creature takes refuge in one of the shallow caves Roll 1d6 on a 6 the party finds the vampire drained of fluid and dead. When Landwell has the necessary components, they produce the balm after three workdays.

Venturing into the mountain

When the party returns to S'lthell, it reveals its plan for getting them into the colony: S'lthell will need to take control of them in order to dupe any mind flayers who might read their thoughts when they first arrive.* Once inside, S'lthell will relinquish its control over the party and assign them various tasks around the colony until the elder brain accepts them as caretakers. Such tasks can include the following:

Tasks in the mind flayer colony

  • 1 Protecting a herd of rothé from an umber hulk spotted in the area.

  • 2 Cleaning fighting pits where nightly duels are held.

  • 3 Putting on a performance that entertains other mind flayers and showcases the party's strengths.

  • 4 Collecting decorative flowers, which are protected by swarms of rot grubs.

  • If loss of agency makes any of your players uncomfortable, the adventuring party might instead be tasked with learning and reciting phrases to successfully dupe any suspicious mind flayers.

When the party is permitted into the elder brain's chambers, they find the creature partially submerged in a spawning pool filled with innumerable infected mind flayer tadpoles. The elder brain is protected by two mind flayers vampires that keep watch over the caretakers. Changed by its vampirism, the elder brain is lethargic and frequently hungers for cranial fluids.

Every couple hours, the elder brain demands to be fed, at which point a mind flayer brings in servants to be drained by the vampiric mind flayers on guard. Afterward, the vampiric mind flayers enter the spawning pool and are liquefied. During this time, the party can safely apply the balm and take a sample of the elder brain as it is unguarded and distracting.

Alternatively, the party can make a group Dexterity (Sleight of Hand) or Charisma (Deception) check to safely apply the balm and take a sample. If they fail, S'lthell will enter the chamber and distract the elder brain and vampiric mind flayers long enough for the party to accomplish these tasks. S'lthell dies in doing so.

Curing the elder brain When the balm is applied to the elder brain, a psychic pulse resonates through the colony, disrupting the mind flayers' psychic abilities and causing vampiric mind flayers in the area to enter into a frenzy. The elder brain is incapacitated for 1 hour as it heals from its vampirism. In 1d10 rounds the first of the vampiric mind flayers start to self-destruct, This lasts 1d20 weeks.

As the colony erupts into chaos, S'lthell takes one of three courses of action, depending on its attitude toward the party:

  • 1.Friendly: S'Ithell uses the opportunity to help the party and other servants escape. Doing so draws the attention of other mind flayers, who are too distracted to attack but will later have S'lthell exiled from the colony.

  • 2.Indifferent: S'Ithell is true to its word and is later exiled from its colony for providing aid. However, S'lthell doesn't trust the party and has them followed by intellect devourers to ensure that they do not reveal the location of its colony when they return to the Town. If they do, the intellect devourers attack. Otherwise, they stop tracking the party after a few days.

  • 3.Hostile: S'Ithell refuses to help the party but does not interfere in their escape, or if they help servants escape. When the party and freed servants return to the surface, word quickly spreads of their deeds, and the town launches a project to find and save any survivors. In the months that follow, the party hears rumors of recently rescued humanoids in town going missing. In truth, S'lthell's colony has returned to normalcy and begun replacing the servants who escaped.

The Ilithid compound

This compound is made of three parts. The top is made up of caves filled with monsters, Hunting and eating one another. The middle is the closest thing Bluetspur has to a bustling metropolis and the lower chambers are filled with vampiric mind flayers shuffling in and out of dark corners (portals), the entirety of this level is covered in purple and black creep.

  • Level 1: Much as preditors settle near water to find prey, so do the monster of Bluetspur seeks to hunt at this level.
  • Level 2: The city of Ted is located here. Thousands of humanoids and mind flayers live in relative harmony here. With the Ilithids not wanting to lose good servents they don't push them too hard, And humanoids don't last a day on the surface, So they stay, Taken care of by the Ilithids. Many curious creatures live here.

Bizlift Doorplslab, The first Ilithid to fully transform and keep its mind intact. During the process, Bizlift used Gnomish magic to bargain with the tadpole. The result is an Ilithid Wizard not connected to an elder. Ted and the other Ilithids fear Bizlift's power and let him do whatever he wants. On any nat 20 on this floor and Bizlift deems the party lucky enough to meet him. He invites the party to have dinner with him. Strange-looking fruits and mushrooms. If the party displays any aptitude for magic or intelligence (unprompted) Biz teleports the party to Rimza. If not he thanks them for a good conversation. Offers a hero's feast (the spell) and sends the party on its way. Level 3: vampiric mind flayers shuffle back and forth. A line of them, fat and slow shuffle to Ted's chamber. Every inch of this floor is covered in creep.

Lord of Bluetspur

The God-Brain (Ted) The scope of what mind flayers call history exists on a cosmic scale. Through ages of empire and conflict, the illithid elder brains indulged experiments without comparison or reference for lesser beings, explorations beyond the boundaries of time, reality, immortality, and the multiverse. Many failed—at least one catastrophically so.

To summarize an eon of atrocities, one elder brain’s reality-bending research had an unexpected result, revealing to it a malignant truth for which existence was unprepared. Guided by this burgeoning revelation, the elder brain turned and preyed upon its peers, consuming their discoveries and their physical forms to fuel an impossible apotheosis. Ultimately, though, the weight of the elder brain’s deeds caused its own physicality to rebel, giving rise to an alien disease that began devouring its fleshy form. Horrified by an affliction that infected only them, the other elder brains united and psionically expelled the diseased brain from existence.

Or so they thought.

From a place without time or reality, the Dark Powers plucked the dying elder brain and planted it upon a tormented world. Ever since, the God-Brain of Bluetspur has dreamed and desperately indulged ever more demented schemes as it seeks to save its own life and give action to a thought alien even to it.


The God-Brain’s Powers and Dominion

Rather than being a creature, the God-Brain is more akin to a massive object or a physical location. Its servants, numerous mind flayers, intellect devourers, and other creatures, are a more immediate threat than the Darklord itself.

Overmind. Within Bluetspur, the God-Brain is constantly telepathically linked with all its servants and has access to their knowledge. It delegates broad goals to its most effective servants, encouraging radical experiments.

Mist Vibrations. Through the psychic resonances of Mount Makab, the God-Brain can guide any of its servants or other psychically aligned minds through the Mists to Bluetspur by providing a vision or dream of the domain that functions as a Mist talisman.

Life Support. The God-Brain’s servants in Bluetspur strive to save their elder brain by all means, including the creation of degenerate servants - vampiric mind flayers that prey upon humanoids, returning bloated with cerebrospinal fluid to momentarily soothe the God-Brain’s suffering.

Closing the Borders. When Bluetspur’s borders are closed by the God-Brain, the surface of the domain is stricken with violent electrical storms, and alien vapors rise at the edges and within its hidden tunnels. These mists repress memories, ensuring that any non-aberration leaving Bluetspur finds themselves transported to a familiar place, their memories of their time in Bluetspur altered as if by a modify memory spell.

The God-Brain’s Torment

The God-Brain, an immortal burdened with mortality, indulges in all manner of amoral extremes in a desperate bid to delay its inevitable end.

Roleplaying the God-Brain

The influence of the God-Brain drives the mind flayers of Bluetspur to conduct subtle observations, strange experiments, repeated abductions, and gruesome mutilations, all in the name of preserving its life. Some of its most twisted and depraved endeavors include the creation of the vampiric mind flayers and the "No tadpole left behind" program - an effort to ensure the survival of every tadpole in a nutrient-rich solution, resulting in the creation of giant and tiny mind flayers.

Ted, the God-Brain, can establish a mental connection with any vampiric mind flayer, allowing him to control up to ten of these creatures at a time and even trigger a self-destruct mechanism within any returning bloated vampiric mind flayer. These bloated mind flayers get a +3 bonus to their strength and a -20 penalty to their movement, and their death results in a 1d10 necrotic damage explosion in a 5-foot range that can trigger flashes of horrid memories.

The Illithid God-Brain (Ted) itself is a Lawful Evil entity with an Armor Class of 10, no movement, 20 Hit Dice, and 99 Hit Points. Ted has unlimited Spell slots using Psionics to cast with a spell save DC of 15, and all psionic saving throws against any of Ted's powers are made with a -10 penalty. Ted's psionic power contact is always made automatically, and no telepathic defenses, powers, or devices can prevent it. On a DC 30 Medicine check, the party can "change" Ted for the better, causing him to transform Bluetspur into a realm akin to the Feywild and launch it far back in time.

Playing the Adventure

The adventure is designed to be paired with Gibbering Madness 5e and can be playedas a dream your starting players have or as the players' escape from the Domains of Dread. You can adjust the level and CR according to your preference. "The Reawakening" can be played as a "Hopeless Horror" with players level 1-5, as Survival horror for levels 5-10, and beyond level 10, the memory mechanic with stress can be played up, bringing up new powers and abilities, gradually bringing the party to full power. They can choose to side with Ted or the New Order of mind flayers that lead to a new land.

The end of the adventure is flexible. It could be an escape to another Domain of Dread, death or capture of the party leading to their experimentation, or the party gaining control and taking down the Elder God brain with their new incredible stats. It depends on the DM and the tone of the game. A clear victory? Let them escape with Skornando to another domain. A more bleak victory? Turn the party into monsters that manage to save the day, just to become the dark lords and slowly kill each other, starting the cycle anew. A pact for power that leads to becoming a warlock? It's up to you.



Illithid God-Brain (Ted)

Gargantuan aberration, lawful evil


  • Armor Class 10
  • Hit Points 200
  • Speed 0 ft.

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 16 (+3) 30 (+10) 20 (+5) 20 (+5)

  • Damage Immunities psychic
  • Condition Immunities prone
  • Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15
  • Languages understands Deep Speech but can't speak, telepathy 5 mi.
  • Challenge 20 (25,000 XP)

Legendary Resistance (3/Day). If Ted fails a saving throw, it can choose to succeed instead.

Actions

Psychic Link. Ted can establish a mental connection with any of its servants, allowing it to command them telepathically.

Psychic Blast (Recharge 5-6). Ted emits psychic energy in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one.

Psionic Spells. Ted can cast an unlimited number of spells using its psionic energy. The spell save DC is 15.

Legendary Actions

Ted can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Ted regains spent legendary actions at the start of its turn.

  • Detect. Ted makes a Wisdom (Perception) check.

  • Psychic Drain (Costs 2 Actions). One creature charmed by Ted takes 10 (3d6) psychic damage, and Ted regains hit points equal to the damage the creature takes.

  • Telepathic Shout (Costs 3 Actions). Ted targets one creature it can sense within 120 feet of it. The target must succeed on a DC 18 Intelligence saving throw or take 14 (4d6) psychic damage and be stunned until the start of Ted's next turn.

Lair Actions

On initiative count 20 (losing initiative ties), Ted can take a lair action to cause one of the following effects:

  • The God-Brain causes up to six creatures it can see within 60 feet of it to each take 10 (3d6) psychic damage. They can make a DC 15 Constitution saving throw to take half damage.

  • The God-Brain targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the God-Brain to the target. Whenever the target takes damage, the God-Brain regains a number of hit points equal to half the damage dealt to the target. This tether lasts until initiative count 20 on the


Mila Petrovna, Vistani Spirit Bard


Armor Class 15 (Studded leather armor) Hit Points 9 (2d8) Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 13 (+1) 11 (+0) 16 (+3)

Skills Arcana +3, Perception +2, Performance +5

Senses passive Perception 12

Languages Common, Vistani Cant

Challenge 3 (700 XP)


Actions

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Vistani Curse (1/Day). Mila can curse a creature that she can see within 30 feet of her. Until the curse ends, the target has disadvantage on ability checks and saving throws made with one ability score of Mila's choice. The curse lasts for 1 hour or until Mila is incapacitated or dies.

Bardic College Features

Tales from Beyond. Mila can use a bonus action to roll on the Spirit Tales table to determine a tale she recounts and gains an effect related to the tale. She can use this feature a number of times equal to her Charisma modifier (3).

Spiritual Focus. Mila can use her musical instrument as a spellcasting focus for her bard spells.

Spells

Mila has the following bard spells prepared:

Cantrips (at will): light, mage hand, vicious mockery

1st level (4 slots): charm person, healing word

2nd level (3 slots): hold person, invisibility, shatter


Random Encounters


1. 1d50 Bodies

You come across a small field littered with fresh, clothed bodies. Upon getting closer, the bodies begin to writhe and their chests snap open, revealing Wraiths.


2. Dying Mindflayer Vampire

You find a dying Mindflayer Vampire. You may feed it and make a Wisdom check to try and control it, kill it, or simply leave it be.


3. 1d6 Mindflayers and Bahir

A group of 1d6 Mindflayers riding long, multilegged lizards (Bahir) is heading your way. Make a DC 15 Stealth check or risk capture.


4. Swarm of Zombie Limbs

You encounter a large swarm of writhing zombie limbs (use stats for Swarm of Rats but re-flavored for undead).


5. Wereraven and Mindflayers

A Wereraven, oddly enough, is being escorted by 2 Mindflayers. Their intentions are unknown.


6. Vampiric Mind Flayers

As darkness falls, 1d4 Vampiric Mind Flayers appear to attack. Be on your guard.


7. Unspeakable Horror

An unspeakable horror waits in the shadows, its terrifying form barely visible in the darkness.


8. Inquisitor of the Mind Fire

An Inquisitor of the Mind Fire appears to be trapped here, searching desperately for a way out.


9. Greater Star Spawn Emissary

A creature that at first appears as an innocuous bird or mammal makes attempts to befriend the party. Be wary, as it is a Greater Star Spawn Emissary in disguise. It will reveal itself under specific circumstances.


10. Nosferatu

Under a small overhang, 1d4 Nosferatu huddle together. With a DC 15 Wisdom check and a blood sacrifice, you can tame one that then turns on the others.


11. Loup Garou

A Loup Garou, a terrifying wolf-like creature, lurks in the shadows.


12. Jiangshi

A Jiangshi, a hopping vampire from distant lands, is encountered. It's quick, deadly, and possesses unnatural powers.


13. Carrion Stalker

You stumble upon 1d10 Carrion Stalkers, picking through the remains of a previous battle.


14. Abandoned Lab and Vampiric Mindflayers

You discover a long-abandoned lab, home to 1d4 Brains in a Jar. However, after 1d4 days, a group of Vampiric Mindflayers shows up.


15. The Boneless

As you proceed on your journey, 1d20 creatures known as the Boneless arise around your party.


16. Strahd von Zarovich

Strahd von Zarovich is trying to make his way home and offers to help the party (though he certainly has ulterior motives).


17. Pidlwick III

Pidlwick III sits lifeless and only comes to life when picked up. He is a Lesser Star Spawn.


18. Phantom Warriors

1d4 Phantom Warriors are engaged in an unseen battle.


19. Mongrelfolk

1d4 Mongrelfolk (part Illithid) are looking for a way out.


20. Living Landscape

The landscape comes to life around you as 1d4 creatures made from the surrounding terrain (Tree Blights) attack the party.


21. Leucrotta

1d4 Leucrotta appear, twisted and bleeding.


22. Yuan-ti Nightmare Speakers

1d4 Yuan-ti Nightmare Speakers are under the control of three Mindflayers. If you attack the Mindflayers, they may lose concentration and the Yuan-ti Nightmare Speakers will attack them.


23. Elder Brain Cave

You find a small cave that leads to 1d4 Elder Brains who wish for you to kill the God Brain.


24. Mindwitnesses

1d4 Mindwitnesses are sitting still in a bare patch of terrain.


25. Ulitharid

A confused Ulitharid is wandering the landscape naked, muttering to itself.


26. Alhoon Cave

A small cave with 1d10 Alhoon, trying to survive a mental attack from the God Brain.


27. Meenlock

A Meenlock sits playing with a small pile of burnt dolls.


28. Ogrin

Ogrin sits injured on a small mushroom.

_

__

29. Bheur Hag

A Bheur Hag lies dead on the ground, possessing 1d8 random items.


30. Bahir

A lone Bahir scratches at its head. It is wearing a harness.


31. Gnoll Witherling and Gnolls

1 Gnoll Witherling and 1d4 Gnolls huddle in a mass, starving to death.


32. Froghemoth

A nearby rock comes to life, and a Froghemoth attacks.


33. Flail Snail

A Flail Snail sits atop a hill, eating some mushrooms.


34. Draegloth

A Draegloth waits to attack from an overhang (DC 15 to spot).


35. Devourer

An old woman holding a baby sits singing, but she is actually a Devourer.


36. Maw Demons

1d4 Maw Demons attack the party.


37. Deep Scion

A Deep Scion seeks to escape the Domain.


38. Darklings and Darkling Elders

1d4 Darklings and 2 Darkling Elders are also trying to leave the Domain.


38. Darklings and Darkling Elders

1d4 Darklings and 2 Darkling Elders are also trying to leave the Domain.


39. Choldrith and Chitine Ambush

1d4 spiders in the distance turn out to be Choldriths and set an ambush. Two Chitines flank the party from behind.


40. Cave Fishers

You find a cave with 1d4 Cave Fishers in it.


41. Boggles

1d4 Boggles are trying to escape the Domain.


42. Bodak

A random Bodak crosses your path.


43. Banderhobbs

You realize that 1d4 holes around you are inhabited by Banderhobbs.


44. Red Wizard of Thay

A Red Wizard of Thay sits atop a hill, having lunch. If he is destroyed with the Rod, he grows to a colossal size, grabs the sun from the sky, sucks the power from it, and leaves.


45. Star Spawn Seer

A Star Spawn Seer crosses your path.


46. Star Spawn Larva Mage

A Star Spawn Larva Mage crosses your path.


47. Choker

A Choker crosses your path.


48. Balhannoth

A Balhannoth crosses your path.


49. The Lost

You find yourself surrounded by lost souls, all looking for a way out.


50. Ancient Vampiric Mist

An ancient Vampiric Mist crosses your path.

Memory table:

d6 Evidence
1 A needle-like device buried under someone’s skin
2 An inexplicable crater or circle of scorched crops
3 A stable full of exploded livestock
4 An antimatter rifle (detailed in the Dungeon Master’s Guide)
5 A missing person or otherworldly being transformed into a brain in a jar (see chapter 5)
6 The damaged corpse of a vampiric mind flayer (see chapter 5)
d6 Memory
1 You’re paralyzed on a cold table. Clicking sounds surround you. Pallid tentacles slither toward your face, each ending in gleaming surgical instruments. What are they trying to do?
2 Some unfamiliar reflex moves your arm. Looking, you catch a glimpse of a bruise slithering beneath your skin. What do you do?
3 A many-legged, ferret-like creature floats into your cell. You feel multitudes of unseen eyes upon you. What do your captors expect you to do with this? What do you do?
4 Rainbow storms assail the heights of a mountain so tall it seems to curve over you. You’re floating over a red wasteland, just one in a line of hovering beings. What do you see ahead?
5 You knew a stranger. You were each other’s comfort against fear and pain. Then they were taken away. What were their final words to you?
6 The figure hovering before you is deemed acceptable. They’re lowered into a pool, where pale, slug-like beings set upon them. You float forward. Why are you deemed unacceptable?

You need to have a full safety meeting on what is ok and what is not ok to use at the table. 1-20 is a bit tamer and gets worse from there. Alternately you can just use the "Fantastic Phobias" or if one player says they are not ok with it. IT IS OK TO NOT USE THIS TABLE AT ALL!

Madness table.

Roll a d100

Generalized Anxiety Disorder The character suffers from a variety of physical and emotional symptoms that can be grouped into certain categories.

  • 1.Motor Tension Jitteriness, aches, twitches, restlessness, easily startled, easily fatigued, and so on. All attack rolls, Fortitude and Reflex saves, and all checks involving Strength, Dexterity, or Constitution take a -2 penalty.

  • 2.Autonomic Hyperactivity Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest, and so on. All attack rolls, saves, and checks take a -2 penalty.

  • 3.Expectations of Doom Anxieties, worries, fears, and especially anticipations of misfortune. All attack rolls, saves, and checks take a -2 morale penalty.

  • 4.Vigilance Distraction, inability to focus, insomnia, irritability, impatience. All Will saves and checks involving Intelligence, Wisdom, or Charisma take a -4 morale penalty.

  • 5.Panic Disorder (Panic Attack) This illness is marked by a discrete period of fear in which symptoms develop rapidly. Within minutes palpitation, sweating, trembling, and difficulty in breathing develop, strong enough that the victim fears immediate death or insanity. Burdened with the recurrence of these episodes, she fears their return. This reaction often leads to agoraphobia (see below).

  • 6.Agoraphobia (Fear of Open Places) The character becomes very nervous outside familiar surroundings and must make a DC 15 Will save in order to leave home or engage socially. May be linked to panic disorder (see above) or to a related phobia (see below), such as uranophobia (fear of the sky), baraphobia (fear of loss of gravity), or xenophobia (fear of strangers).

  • 7.Obsessive-Compulsive Disorder This illness manifests in one of two main forms, obsessive thoughts or compulsive actions; some characters exhibit both.

  • 8.Obsessions The character cannot help thinking about an idea, image, or impulse incessantly, often involving violence and self-doubt. These ideas are frequently repugnant to the character, but they are so strong that during times of stress she may be unable to concentrate on anything else, even if doing so is necessary for her survival. Obsessive impulses can be very dangerous when combined with auditory hallucinations, since the “voices” may urge the character to take some dangerous or hostile course of action.

  • 9.Compulsions The character insists on performing ritual actions, such as touching a doorway at left, right, and top before passing through it. Though she may agree that the actions are senseless, the need to perform them is overpowering and may last for 1d10 rounds. Even in times of great stress, the character may ignore her survival in order to perform the actions.

  • 10.Post-Traumatic Stress Disorder After a traumatic event, perhaps even years later, the character begins to relive the trauma through persistent thoughts, dreams, and flashbacks. Correspondingly, the character loses interest in daily activities. She may return to normal once the memories have been thoroughly explored and understood, but that process may take years.

  • 11.Phobia or Mania A character afflicted by a phobia or a mania persistently fears a particular object or situation. She realizes that the fear is excessive and irrational, but the fear is disturbing enough that she avoids the stimulus.

  • 12.Phobia A DC 15 Will check is required for a character to be able to force herself into (or remain within) the presence of the object of her phobia, and even then the character takes a -2 morale penalty as long as the object of fear remains. In severe cases, the object of the phobia is imagined to be omnipresent, perhaps hidden—thus, someone with severe acrophobia (fear of heights) might be frightened when in an enclosed room on the upper story of a building, even if there were no window or other way to see how high up the room was. As many phobias exist as one cares to notice or name—the lists provided below cover merely some of the more common phobias that might affect d20 characters.

  • 13.Mania Manias are rarer than phobias. A character affected by a mania is inordinately fond of a particular stimulus and takes great pains to be with it or near it. When the character’s sexuality is involved, the mania may be termed a fetish. Thus, teratophobia would be an inordinate fear of monsters, while teratophilia would be an unhealthy (possibly sexual) attraction to them. See the following lists of phobias for ideas on what sorts of disorders could manifest as manias.

  • 14.Real-World Phobias The following list provides examples of phobias from the real world that lend themselves to inclusion in a d20 campaign.

Certain real-world phobias can easily be broadened to include monstrous creatures and specific magic effects in a fantasy environment. For example, ophidiophobia (fear of snakes) could be extended to include medusae and other snakelike creatures, or ichthyophobia (fear of fish) could be extended to include aquatic creatures with fishlike qualities, such as the locathah and the sahuagin.

  • 18.Dissociative Disorders Individuals suffering from dissociative disorders cannot maintain a complete awareness of themselves, their surroundings, or time. The disorder often involves some great previous trauma that is too terrible to remember. Characters who have gone insane from an encounter with powerful monsters often suffer from some form of dissociative disorder.

  • 19.Dissociative Amnesia (Psychogenic Amnesia) This is the inability to recall important personal information, brought on by a desire to avoid unpleasant memories. The character must make a DC 20 Will save to recall such details or the cause of the amnesia. Since the horror of evil creatures and disturbing truths is the probable cause of this amnesia, as an optional rule the GM may choose to reset the character’s Knowledge (forbidden lore) modifier to +0 and her maximum Sanity to 99 while this disorder holds sway: The horror returns only when the character’s memories do.

  • 20.Dissociative Fugue The character flees from home or work and cannot recall her past. Once the flight halts, the character may assume an entirely new identity.

  • 21.Dissociative Identity Disorder (Multiple Personality Disorder) The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)

  • 22.Eating Disorders These disorders can be incredibly debilitating and even lead to starvation. They are conditions that may continue for many years, sometimes continually endangering the patient.

  • 23.Anorexia Nervosa The character has an overpowering fear of becoming fat and consequently loses weight, as well as taking Constitution damage (at a rate of 1d8 points per week). Even when she is no more than skin and bones, the character continues to see herself as overweight. Without intervention, she may literally starve herself to death.

  • 24.Bulimia Nervosa The character frequently eats large amounts of food during secret binges. An eating episode may continue until abdominal distress or self-induced vomiting occurs. Feelings of depression and guilt frequently follow such episodes.

  • 25.Impulse Control Disorders These disorders include compulsive gambling, pathological lying, kleptomania (compulsive stealing), and pyromania (the compulsion to set fires).

  • 26.Intermittent Explosive Disorder The character is recognizably impulsive and aggressive, and at times gives way to uncontrollable rages that result in assault or destruction of property.

  • 27.Mood Disorders These disorders affect the victim’s attitude and outlook. Mild mood disorders can be almost impossible to detect without prolonged contact with an individual, but severe disorders usually have noticeable symptoms.

  • 28.Depression Symptoms of this illness include changes in appetite, weight gain or loss, too much or too little sleep, persistent feeling of tiredness or sluggishness, and feelings of worthlessness or guilt, leading in severe cases to hallucinations, delusions, stupor, or thoughts of suicide. All attack rolls saves, and checks take a -4 morale penalty. A predisposition to use alcohol or other mood-altering substances in an attempt at self-medication exists. A character suffering from severe chronic depression may give up virtually all effort from feelings of hopelessness—for example, deciding not to get out of bed for two years.

  • 29.Mania The character has a fairly constant euphoric or possibly irritable mood. Symptoms include a general increase in activity, talkativeness, increased self-esteem to the point of delusion, decreased need for sleep, being easily distracted, willingness for dangerous or imprudent activities such as reckless driving, delusions, hallucinations, and bizarre behavior. All attack rolls, saves, and checks take a -4 morale penalty A predisposition to use alcohol or other substances in an attempt at self-medication exists.

  • 30.Bipolar Mood Disorder The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching from one to another. Also known as manic depressive.

  • 31.Personality Disorders These long-term disorders have almost constant effects on a character’s behavior, making it difficult for him to interact with others and often making him unpleasant to be around as well. This is an important point to keep in mind when roleplaying— few players want to spend time with another player character suffering from a personality disorder.

  • 32.In game terms, the character takes a -4 penalty on all Charisma-based checks. In addition, the attitudes of NPCs the character encounters are shifted in a negative direction. When determining NPC attitudes, the player must make a Charisma check for the character. On a successful check, the attitude of the NPC in question shifts one step toward hostile; on a failed check, the attitude of the NPC in question shifts two steps toward hostile.

  • 33.Personality disorders are classified into the following categories.

  • 34.Antisocial Short-sighted and reckless behavior, habitual liar, confrontational, fails to meet obligations (job, bills, relationships), disregards rights and feelings of others.

  • 35.Avoidant Oversensitive to rejection, low self-esteem, socially withdrawn.

  • 36.Borderline Rapid mood shifts, impulsive, unable to control temper, chronic boredom.

  • 37.Compulsive Perfectionist, authoritarian, indecisive from fear of making mistakes, difficulty expressing emotions.

  • 38.Dependent Lacks self-confidence; seeks another to look up to, follow, and subordinate herself to (“codependent”).

  • 39.Histrionic Overly dramatic, craves attention and excitement, overreacts, displays temper tantrums, may threaten suicide if thwarted.

  • 40.Narcissistic An exaggerated sense of self-importance, craves attention and admiration, considers others’ rights and feelings as of lesser importance.

  • 41.Passive-Aggressive Procrastinator, stubborn, intentionally forgetful, deliberately inefficient. Sabotages own performance on a regular basis.

  • 42.Paranoid Jealous, easily offended, suspicious, humorless, secretive, vigilant; exaggerates the magnitude of offenses against oneself, refuses to accept blame.

  • 43.Schizoid Emotionally cold, aloof, has few friends; indifferent to praise or criticism.

  • 44.Psychospecies Disorders These disorders are specific to fantasy environments and involve the victim of one believing that she is a different type of creature. A victim might believe that she is a construct (and therefore immune to critical hits) or any other creature type that she has encountered. When a victim has a psychospecies disorder associated with a creature that has specific weaknesses (for example, human thinking he’s a vampire), then the victim’s behavior changes become more noticeable (such as a fear of holy symbols and sunlight).

  • 45.Schizophrenia and Other Psychotic Disorders A psychotic character experiences a break from reality. Symptoms can include delusions, hallucinations, and cognitive impairment. In general, only alchemical substances or magic can treat these kinds of disorders. Note, however, that many psychotic characters suffer from the delusion that nothing is wrong with them, and hence they feel no need to take their medication.

  • 46.Schizophrenia (Schizophreniform Disorder, Dementia Praecox) A schizophrenic character’s attention span and ability to concentrate are greatly diminished; to reflect this, use only one-half of the character’s normal skill modifier on any skill check requiring attentiveness (such as Disable Device, Spot, Search, Open Lock, and of course Concentration). Symptoms include bizarre delusions, paranoia, auditory hallucinations (“hearing voices”), incoherent speech, emotional detachment, social withdrawal, bizarre behavior, and a lack of a sense of self.

  • 47.A schizophrenic character may fit into one of the following categories.

  • 48.Undifferentiated Impaired cognitive function, emotional detachment.

  • 49.Disorganized Inappropriate behavior, shallow emotional responses, delusions, hallucinations.

  • 50.Catatonic Mutism (loss of ability to talk), extreme compliance, absence of all voluntary movements, complete immobility (“statuism”).

  • 51.Paranoid Delusions of persecution, illogical thinking, hallucinations.

  • 52 Amok “Running amok,” an outburst of violence and aggressive or homicidal behavior directed at people and property. Amnesia, return to consciousness, and exhaustion occur following the episode. During a killing spree, the character utilizes whatever weapons are on hand.

  • 53, Boufee Detirant The sudden outburst of aggressive, agitated behavior and marked confusion, sometimes accompanied by visual and auditory hallucinations or paranoia.

  • 54.Brain Fog Impaired concentration and feelings of fatigue, pains in the neck and head, a sense that worms are crawling inside one’s head.

  • 55.Ghost Sickness Weakness, loss of appetite, feelings of suffocation, nightmares, and a pervasive feeling of terror, attributed as a sending from witches or malign otherworldly powers.

  • 56.Piblokto “Arctic madness,” wherein the afflicted rips off clothing and runs howling like an animal through the snow.

  • 57.Susto A variety of somatic and psychological symptoms attributed to a traumatic incident so frightening that it dislodged the victim’s spirit from her body.

  • 58.Taijin Kyofusho “Face-to-face” phobia, intense anxiety when in the presence of other people; fearfulness that one’s appearance, odor, or behavior is offensive.

  • 59.Voodoo Death The belief that a hex or curse can bring about misfortune, disability, and death through some spiritual mechanism. Often the victim self-fulfills the hexer’s prophecy by refusing to eat and drink, resulting in dehydration and starvation.

  • 60.Wacinko Anger, withdrawal, mutism, and immobility, leading to illness and suicide.

  • 61.Wendigo Syndrome The afflicted believe she is a personification of the Wendigo, a cannibalistic creature with an icy heart.

  • 62.Shared Paranoid Disorder (Shared Delusional Disorder, Folie a Deux) The character takes on the delusional system of another paranoid individual from being in close contact with that person.

  • 63.Sleep Disorders These disorders include insomnia (the character has difficulty falling asleep or staying asleep) and narcolepsy (character frequently falls asleep, almost anywhere and at inappropriate times). Characters performing demanding tasks such as engaging in combat or casting a spell may, when stressed, need to make DC 15 Concentration checks to stay awake and not put themselves in a dangerous situation.

  • 64.Night Terrors A sleeping character wakes after a few hours of sleep, usually screaming in terror. Pulse and breathing are rapid, pupils are dilated, and hair stands on end. The character is confused and hard to calm down. Night terrors are similar to ordinary nightmares, but much more intense and disruptive.

  • 65.Somnambulism Sleepwalking. As with night terrors, this behavior occurs in the first few hours of sleep. An episode may last up to 30 minutes. During the episode, the character’s face is blank and staring, and she can be roused only with difficulty. Once awake, she recalls nothing of the activity.

  • 66.Somatoform Disorders A somatoform disorder may be diagnosed when a character experiences physical symptoms that cannot be explained by an actual physical injury or disease.

  • 67.Somatization Disorder The character suffers from a physical ailment or diseaselike effect, with symptoms ranging from dizziness and impotence to blindness and intense pain. The Heal skill cannot identify any physical cause for the symptoms, and magical healing has no effect. The victim does not believe that her symptoms represent a specific disease. All attack rolls, saves, and checks take a -2 penalty.

  • 68.Conversion Disorder The character reports dysfunctions that suggest a physical disorder but, though they are involuntary, the symptoms actually provide a way for the victim to avoid something undesirable or a way to garner attention and caring, a condition called Munchausenism. Symptoms range from painful headaches to paralysis or blindness. With the condition known as Reverse Munchausenism, a character projects ill-health onto others and may even arrange injuries or illnesses for them so that she can thereafter take care of them. All attack rolls, saves, and checks take a -2 penalty.

  • 69.Hypochondriasis The character believes she suffers from a serious disease. No physical cause for reported symptoms can be found, but the character continues to believe that the disease or condition exists, often with serious consequences to her normal life.

  • 70.Body Dysmorphic Disorder A character suffers from perceived flaws in appearance, usually of the face, or of the hips or legs. Behavior may alter in unexpected ways to cover up the flaws or to calm anxieties.

  • 71.Substance Abuse Disorder A character with a substance abuse disorder finds solace in using a drug, becomes addicted to it, and spends much time maintaining, concealing, and indulging the habit. Drugs include alcohol, amphetamines, cocaine, hallucinogens, marijuana, nicotine, opium (especially morphine and heroin), sedatives, and more fantastic substances present in the campaign world (see Sample Drugs, earlier in this section).

  • 72.A character under the sway of such a substance should feel the personal struggle daily. Will saving throws might be used to resist or succumb symbolically to cravings, especially just before periods of stress (for example, just before a confrontation or likely battle with evil cultists). All attack rolls saves, and checks take a -2 morale penalty because of withdrawal symptoms. Sanity losses could occur from binges or bad trips. Some characters might find that drugs promote communication with alien entities and deities and that dreams about them become ever more vivid and horrifying, Conversely, such substances might function as medications, deadening a character’s fears and offering temporary defenses against Sanity loss.

  • 73.Affect The external expression of a patient’s mood (sadness, anger, joy, fear). May be inconsistent with the patient’s mood, depending on the disorder.

  • 74.Anorexia Loss or decrease of appetite.

  • 75.Catatonia Various strong motor anomalies, for instance, catatonic stupor (slowed activity to the point of immobilization); ceraflexibilitas (the victim can be molded into strange postures that are maintained), and catatonic excitement (agitated, purposeless movements).

  • 76.Compulsion The need to perform certain actions repetitively, including various personal rituals, dipsomania, kleptomania, nymphomania, satyriasis, trichotillomania (pulling out hair), and so on.

  • 77.Delirium A reversible syndrome of bewilderment, restlessness, confusion, and disorientation, associated with fear and hallucinations, all caused by some underlying medical condition.

  • 78.Delusion A firmly fixed false belief, one not based in reality. It can be bizarre, as in schizophrenia, or systematized, as in delusional disorders.

  • 79.Dementia A loss of cognitive function, often first manifesting in memory loss.

  • 80.Depersonalization A subjective feeling of being unreal, or unfamiliar to self.

  • 81.Derealization A subjective feeling that the environment is strange or unreal; for instance, feeling the world to be a stage or a two-dimensional painting.

  • 82.Dissociation Confusion over one’s sense of self and identity.

  • 83.Formication The feeling that insects are crawling all over one’s body, a tactile hallucination caused by cocaine and delirium tremens.

  • 84.Hallucination A perception of a sensory stimulus in the absence of sensory stimuli; for instance, seeing or hearing some one who isn’t there.

  • 85.Illusion The misperception of a sensory stimulus; for instance, seeing the rustling branches of a tree as tentacles.

  • 86.Logorrhea Copious, coherent, logical speech.

  • 87.Mania A mood characterized by elation and increased activity.

  • 88.Mood A pervasive feeling that is experienced internally.

  • 89.Neurosis Symptoms of depression, anxiety, or the like arising from stress. A neurosis is less severe than a psychosis. A neurotic character may still be able to function; a psychotic one generally cannot.

  • 89.Obsession An idea or thought that constantly intrudes into one’s consciousness.

  • 90.Paranoia Persistent, consistent, plausible, and ingenious delusions of persecution or jealousy. New information always seems to support the increasing threat of some great conspiracy. Paranoia is more a symptom than a disorder because it can appear in schizophrenia, mania, and so on

  • 91.Psychosis Severe mental illness in which the character experiences thoughts and perceptions that are out of touch with reality. A psychosis is more severe than a neurosis.

  • 92.Somnambulism Sleepwalking.

  • 93.Somnolence Abnormal drowsiness.

  • 94.Synthesia The sensation caused by another sensation; for instance, seeing sound.

  • 95.Tic Involuntary spasmodic motor movement.

  • 96.Trailing Phenomenon Perceptual abnormality associated with hallucinogens in which moving objects are seen in a series of discrete discontinuous images.

  • 97.Trance Focused attention and altered consciousness, usually seen in hypnosis, dissociative disorders, and ecstatic religious experiences.

  • 98,99 roll two

  • 100 you feel fine. (the player is sure they will die in seven days.)

1d100 Minor curses

    1. You cannot say Tuesday on a Tuesday
    1. Your sweat is sweet instead of salty
    1. You get a strand of hair in a weird color
    1. You always wake up next to your beddings
    1. Your hair constantly acts as though being blown by a dramatic wind, regardless if conditions or location.
    1. Every picture you draw has to include a smiling sun kindergarten style.
    1. increased liking for spicy food. Soon nothing will be spicy enough for you
    1. Curse of “lost” glasses- often you believe some of your equipment to be lost, while it’s actually on you.
    1. Anything you drink takes on the consistency of yogurt
    1. You cry ink
  • 11.There's always a draft on you when indoors. Sometimes it's nice, but it is frequently annoying, and you can never find the source.

  • 12.Your fashion sense is five years back

  • 13.You bleed blue

  • 14.When you dream you are convinced that this is not your dream but someone else's. You don't know who's dream it is but it seems important.

  • 15.You feel compelled to dramatically pose- whenever you are on a stairway

  • 16.One day a month, you feel like there is a rock stuck in your shoe

  • 17.Whenever you catch something, you look ridiculous

  • 18.Your dominant hand swaps every 10 days

  • 19.Like a cat you have to turn thrice on your beddings before you can fall asleep

  • 20.Sheep around the cursed whistle, not bleat

  • 21.You can’t curse anymore, any curse worse than “darn it!” is just too uncivil for you

  • 22.Hooked on a Feeling: This curse doesn't do anything, besides identify as you being cursed

  • 23.All jewelry you wear gets entangled with one of your hairs.

  • 24.only expensive food will be tasty to you

  • 25.Whenever you hold a sheet of paper, you always have to check both sides for notes.

  • 26.Everyone gets your birthday wrong

  • 27.You will always get a chipped glass or mug

  • 28.One shoelace will always need to be retied, at least twice. No matter what knot you use

  • 29.All music you hear is shifted to a minor/major key (as appropriate)

  • 30.You can never say the current weekday

  • 31.All clothes become wrinkled when you put them on

  • 32.The handle of every eating utensil you pick up is smeared with food

  • 33.Your bellybutton oozes

  • 34.You cluck like a chicken when a question is heard

  • 35.Your joints start to be quite loud whenever you move

  • 36.You can never get a perfect haircut or hairstyle; you will always have at least one hair that is out of place or is slightly too long or too short.

  • 37.Any toilet humor is really funny for you

  • 38.You smell like anis

  • 39.Your irises show a glimpse of your destined afterlife, but not if people consciously look for it.

  • 40.All clothes you put on become white

  • 41.Moths are fascinated by you.

  • 42.your favorite color changes to a new random

  • 43.Curse of The Unimaginable Horror and Painful Death Soon To Follow- the cursed feel odd for a minute and then feel normal again. After a minute the curse does nothing. Mages use this curse as an extremely effective scare tactic

  • 44.whatever you do, your shirt never stays in your pants

  • 45.You have the abilities of a divining rod, whenever your head is below your feet you’re aware of nearby water, sometimes this can be annoying.

  • 46.Whenever you dress yourself, your clothes have a color mismatch.

  • 47.For every greeting, you use the wrong hand

  • 48.Curse of The Beggar- all silver and gold the cursed touch is tarnished

  • 49.You must walk through doors backward

  • 50.Whenever anyone names a type of animal, you are compelled to make the sound of that named type of animal

  • 51.Every necromancer is stunned by your bone structure.

  • 52.Whenever you want to split something, it will never be fair

  • 53.you grow hair on the palms of your hand

  • 54.Your hair grows sideways

  • 55.Your death will look hilarious

  • 56.While you are alive, every day a random outsider is teleported to a random place on you current plane

  • 57.Anytime you complete a task a piece of paper with a grade on it appears

  • 58.Lightweight: Whenever, after one drink, you try to drink another alcoholic beverage, you must make a con check to see if you can handle not throwing up. The next morning, you suffer a hangover. Note: This Curse can be temporarily resolved, for 1 day for using a Lesser Restoration Spell

  • 59.whenever you introduce yourself to a new person, you make a backflip

  • 60.Whenever you finish a long rest you wake up and crow like a rooster

  • 61.Whenever anyone in your vicinity has to ask for directions, they will unequivocal turn towards you.

  • 62.You can only smell with your feet.

  • 63.Whenever you talk about the past – even about events 5min ago- you have to start your sentence with “Back in the days…” “While I was young…”

  • 64.The last born child born to your family is always a tiefling/aasimar meaning the family knows when they can't have any more children

  • 65.Whenever stealthing, something whispers "Psst, psst, psst!

If you don't concentrate, one of your eyes will start to wander on its own

  • 66.You can’t remember the chorus of popular songs

  • 67.You feel compelled to tell complete strangers that the thing with the noodles, it really wasn't your fault

  • 68.Any new set of clothes you wear will somehow have an obvious rip in them after a couple of hours

  • 69.Your flatulence become HIGHLY audible

  • 70.Your dreams are visible for others as small illusions above your head

  • 71.You have random hallucinations but they only change the colors of people or creatures. This can prove rather distracting.

  • 72.You have an aversion to silver. It doesn't harm you, but you will avoid it at all costs. This arouses suspicion.

  • 73.Whenever anyone doubts you for any reason, you have to answer with: “But I know magic!” (or any class-specific ability)

  • 74.You get weird dreams every night but they will only make sense in the moment of your death.

  • 75.Your mirror image becomes sentient and starts to hate you. It can only move inside the mirror frame.

  • 76.However much you clean yourself, you’ll always miss a small spot of dirt.

  • 78.Whenever someone gets within 30cm of your face, you begin sneezing. (-1 persuasion checks when real close)

  • 79.Everything you touch, you perceive it as turning to gold. Only you experience this visual effect.

  • 80.Every time you speak steam comes from your ears

  • 81.Shoes don't break-in.

  • 82.Roll for a number between 1-10. You can from now on only refer to that number in small calculations. Example: 4 would be 1+3, 8/2, 2*2 etc

  • 83.Somehow, you always accidentally step into a puddle and end up with wet socks even if it's the middle of a drought. In that case it might not be a water, but it's still a puddle.

  • 84.every day you swallow at least one long hair

  • 85.Every chair, table, desk, etc., is wobbly to you, to everyone nearby it's perfectly stable

  • 86.Every morning you must make a wisdom/will save or blurt out a random (true) fact about yourself

  • 87.every time you sit down in a wooden chair, it loudly creaks

  • 88.dogs like to mark you

  • 89.Everything you try to read appears seriously misspelled

  • 90.An ear canal always tickles

  • 91.Pinky Toe and biggest toe switch place

  • 92.Whenever you eat something, you have to succeed a will-save or be forced to criticize the food at length like a food critic

  • 93.as soon as they know what to say about a topic in a conversation the topic rapidly changes

  • 94.Instead of being clear, your sweat comes out in the color of the last thing you drank.

  • 95.every hairstyle you try fails after a short while

  • 96.Finger and toenails change to odd colors

  • 97.There are always loose threads on your clothes, no matter how carefully you remove them there's always one more

  • 98.Once a year you molt like a snake

  • 99.You repeat the last word of every sentence you utter

    1. There always seems to be a piece of food stuck between your teeth. Sometimes you can feel it but not find it, sometimes you can't feel it but everyone can see it