1. Abilities

Shroud Corruption

The Shroud is a fog-like essence that exists around various forms of mushrooms and other objects that have been tampered with by Tsaesci Alchemists. Through whatever means, the effects of this tampering tests the mind of those that become affected by the Shroud through long times spent within the Shroud, or falling unconscious within the realm of the Shroud's reach.

Corruption effects are tracked alike Exhaustion. Players should keep record of a Six point tracker. Whenever the Shroud causes an effect on a character, the player rolls a d20 and gains a trait on the Corruption Table. Rest taken outside of the Shroud is necessary to remove any effect incurred by Corruption. Some characters betray the odds and find resolve in harsh times. Not all Corruption effects are negative, but nevertheless are temporary unless characters remain within the Shroud. Corruption effects, whether beneficial or harmful, are nevertheless a persistent reminder of danger. Once a character reaches 6 Corruption points, despite any resolve instilled within them, their mind breaks and become willing servants of the Shroud.

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Shroud Corruption Effect Table

D20 Table

1) Broken Will - Your willpower has crumbled, leaving your mind vulnerable. You have disadvantage on Wisdom ability checks and saving throws.

2) Compulsive - You begin to exhibit a mild, compulsive ritual of the DM's choice. This can manifest as categorizing collected loot, or needing to thoroughly clean yourself after every challenged, for example. You take 1.5 times as long to complete a short rest.

3) Distracted - Your mind has grown scattered and easily clouded. You have disadvantage on Intelligence ability checks.

4) Eyes of Shadow - Your eyes grow jet black and empty, your pupils becoming small glowing points of green flame. You gain Darkvision for 60 feet, but also gain Sunlight Sensitivity. You have disadvantage on attacks rolls and on Wisdom (Perception) checks made that rely on sight when you, the target of your attack, or whatever you are trying to perceive, is within direct sunlight.

5) Jittery - You become far too easy to spook or startle. You have disadvantage on initiative rolls.

6) Hallucinations - Strange visions and sourceless whispers occasionally tug at your perception. You have disadvantage on Wisdom (Perception) checks.

7) Hoarder - You are compelled to collect anything and everything of mild value you can. Simple trinkets stumbled across must be gathered and carried, if able, until at carrying capacity.

8) Courageous - You show no concern for yourself and put yourself in a protective position for the rest of your team. Your allies lose 1 point of Corruption but your AC is reduced by 2.

9) Mark of the Cursed - A black curse on your very soul resists divine energies. Any hit points you would regain via spells are halved.

10) Phobia - You acquire a fear of a certain creature type of the DM's choice. Whenever you enter combat with a creature of the chosen type, one of the following effects will be applied.

    Mildly Phobic - Make a Wisdom Save (DC 10+ your total corruption points). On a failure, during the first round of combat, you are frightened.

    Moderately Phobic - Make a Wisdom Save (DC is 10 + your total corruption points). On a failure, you are frightened of them for 1 minute.

    Severely Phobic - You become frightened of the creature for 1 minute and must make a Wisdom saving throw (DC is 10 + your total corruption points). On a failure, you are stunned. You can repeat this saving throw at the end of your turn.

11) Stalwart - You defy the effects Corruption might have on you and stand ready to face the onslaught. You gain a +5 bonus to your Wisdom saves for 1 minute, but if you fail a Corruption effects Wisdom save, you gain 2 points of Corruption instead.

12) Moral Decay - Your disposition towards the world around you has shifted towards the darkness that twists within you. Your alignment shifts once either laterally or towards evil. Good can shift to Neutral. Neutral can shift to Evil. Lawful can shift to Chaotic. Chaotic can shift to Lawful. This shift is the DM's choice, and should be relayed to the player in secret.

13) Murderous - You suffer irresistible murderous urges at the sight of the helpless. If any creature you can see is incapacitated (friend or foe), you must spend your turn moving directly toward that creature and attacking it, if possible.

14) Paranoid - You no longer trust even your closest allies. You no longer count as a "friendly" creature to anyone, nor does anyone count as a "friendly" creature to you, in regards to abilities or spells. The only creature your beneficial spells and abilities can target is yourself.

15) Reckless - You've become impulsive in the face of dangerous situations. The first attack made by and against you in any combat encounter has advantage on the attack roll.

16) Trusting - You become too eager to accept others at face value. You have disadvantage on Wisdom (Insight) checks.

17) Vigorous - In the face of Corruption you feel spurred on to vanquish the horrors. You gain +10 Movement Speed and have a chance to heal 1d10 HP at the start of a turn.

18) Irrational - You are losing your will to continue on. It all seems too much. You begin to say things that make no sense and lament the purpose behind it all. This brings down morale and your allies gain 1 Corruption Point because of it.

19) Abusive - You speak of pain and the release it brings. You enjoy the feel of inflicting and receiving it, causing the stress of you and your party members to lash at you even further. You and your allies receive 1d12 psychic damage.

20) Hopeless - You have nigh given up. On the first turn of combat, you may take an action or bonus action, but not both. You gain 1 Corruption Point.