DnD Optional Rules: Infection!



Patron-only post is up now. This week is still following on a Dungeons and Dragons theme, as requested by The First Patron (all Neophytes of the club hail his name). If you'd like any other content, please drop a little into the pot, for paint pots of new players in Warhammer.

Here's a snippet of the post:

If you’re a new Dungeon Master, it’s a good idea to daisy chain pre-packaged adventures before diving into your own story creations. As a matter of fact, I always start off with a standalone adventure with any group, regardless of if they’re experienced or not. It’s just a better way of testing the waters before throwing all your creative juices into a campaign. No point in giving away your best plot lines for a group that falls apart after the first session.
That said, if you are stringing together these often one-shot dungeons, it can difficult to maintain a sense of continuity. A good way of keeping a theme running through these is to give your characters a curse or infection. It’s certainly not the only way, and it may be something you want to discuss with your players before springing it on them.
Again… that said, it’s often a good way to surprise your more experienced players. One trip through the sewers too often could result in any of the below.
But let’s be honest. Disease is not fun. No one wants to play the sniffling paladin, or the fighter with the Nurgle’s Rot.
So, I’ve created a list of diseases which, rather than just being gross, also give players some benefits. The curses that are most fun to read about in stories are the ones which make the character think twice about curing...

Until the next time!

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