Scars, Mutation and Death

A very real prospect in any Delver's line of work.

Scars

d12 Scars Result
1 Lasting Scar: Roll 1d6. 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll 1d6. If the total is higher than your max HP, take the new result.
2 Rattling Blow: You’re disoriented and shaken. Describe how you refocus. Roll 1d6. If the total is higher than your max HP, take the new result.
3 Walloped: You’re sent flying and land flat on your face, winded. You are deprived until you rest for a few hours. Then, roll 1d6. Add that amount to your max HP.
4 Broken Limb: Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result.
5 Broken Limb: Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result.
6 Broken Limb: Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result.
7 Broken Limb: Roll 1d6. 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result.
8 Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.
9 Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is higher than your max WIL, take the new result.
10 Sundered: An appendage is torn off, crippled, or useless. (The Warden will tell you which.) Then make a WIL save. If you pass, increase your max WIL by 1d6.
11 Mortal Wound: You are deprived and out of action. You die in one hour unless healed. Upon recovery, roll 2d6. Take the new result as your max HP.
12 Doomed: Death seemed ever so close, but somehow you survived. If your next save against critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than your max HP, take the new result.

Mutation

d20 Mutation Result
1 Ages and grows beard
2 Hunchback
3 Lose teeth
4 Gender swap
5 Forked tongue
6 Lose all hair
7 Random extremity covered in scales
8 Long arms
9 monster feature
10 monster trait
11 Slime trail
12 Cyclops
13 Animal arms
14 Animal eyes
15 Animal head
16 Animal legs
17 Animal skin
18 Caster switches location with spell target
19 Caster becomes invisible and silenced for one minute
20 Caster explodes in a shower of gore.

My character died. Now what?

Skill issue. As a player, you get to make a choice: Death or Debasement!

I Choose Death

Noble choice! Accept that your characters died, and you get a bonus for creating your new level 1 character and the GM will reintroduce you into the next scene (GM disc.). You may also take the role of one of your henchmen, upgrading the NPC to PC status.

Choose a boon:

d20 How does the magic-user die?
1 Becomes oracle
2 Pulled into Hell
3 Puff of smoke
4 Screams
5 Becomes mundane
6 Explodes
7 Sucked into Astral Plane
8 Becomes ghost
9 Eyes radiate
10 Burst of blood
11 Inversion
12 Turns to dust
13 Frozen
14 Turns to stone
15 Implodes
16 Shatters
17 Melts
18 In flames
19 Demon devours
20 Becomes worm

My character is too young to die! Debasement!

Faith smiles on your character but not too kindly.

Reroll your Ability Scores (3d6) and take the lower result between your score max vs what you rolled.
Roll on the mutations table.

Inheritance

Faced with the possibility of character death, players may wish to create a will for their characters, to leave wealth behind for an heir. If the GM allows it, the following stipulations apply: