Friday, September 7, 2018

Effects of Monster Derangement Syndrome

Perfectly healthy Blind Antler Man
from Operation Unfathomable
Widespread, atypical, highly disruptive monster behaviors and altered states of consciousness result from unknown spores/germs/curse/damnation/deranging gas/etc. disseminated throughout the dungeon. Generate additional side effects as required by rolling again.

d12
1. Population drawn inexorably to dungeon pools, subterranean rivers, lakes, etc. by sudden compulsion to immerse/cleanse themselves, battles break out for control of waters between terrestrial factions & aquatic denizens
2. Delusions of grandeur fill dungeon with would-be field marshals, captains of industry, messiahs, avatars of various godlings, all simultaneously vying for admiration, esteem, worship of one another
3. Manic obsession w/cleanliness has overtaken sentient dungeon occupants, watch as they busily scrub, sweep, mop, dust, polish, chemically cleanse walls, floors, doors, pits, traps, bringing an unprecedented sparkle & freshness to dungeon environment
4. Irrational edginess expresses itself in loud, pointless squabbles among allies, rules lawyering, totally unnecessary acts of violence, mayhem, prickly servitors put out by master's typical commands, surly dungeon noblesse heap meaningless punishment upon underlings, even non-intelligent inhabitants seem grumpy as hell
5. For period of 1d6 hours, dungeon dwellers fuction at half their normal intelligence, foggy minded, forgetful, and twice as credulous
6. Even the most chaotic overtaken by uncontrollable urge to restructure dungeon society into extremely orderly new arrangement, binding documents drafted by wisest undead, ratified by representatives of every faction, strong anti-adventurer measures among first acts of new ruling body
7. Monsters find human beings irresistibly charming/lovable, make best attempts to roughly woo adventurers into warm friendship, offer food & drink, betray secrets of rival factions, provide insider dungeon information in effort to secure long-term relationships
8. Weird catatonia takes hold, creatures stagger around zombie-like, drool copiously, no longer able to control bodily functions, show zero interest in adventurers, 1 in 6 chance of snapping out of it en masse per ten minutes
9. Sensory abilities temporarily enhanced exponentially, literally seeing through walls, hearing things a mile away, cannot be surprised, attempts at stealth (even at professional level) useless
10. Outbreak of insatiable hunger w/side order of cannibalism-of-convenience, but more than willing to eat anything/one
11. Denizens giddy w/wild-eyed, sweaty, artificially-induced self confidence, will take any risk secure in the knowledge of inevitable victory, positive can-do attitude of evil
12. For period of 1d6 hours, dungeon dwellers function at exponentially enhanced level of intelligence, Algonquin Round Tables of giants theoretically solve world's problems while exceptionally gifted puny humanoids pursue their predilections with a preternatural acuity soon to vanish, formerly dumb brutes take opportunity to comment on foibles of so-called intelligent species

2 comments:

  1. Oh hey, I didn't notice you resumed after The Law post! This is great to see. Also good title...

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