D100 Dungeon (d100)

C - curse

d100 Curses

1

DIVINE WRATH: Reduce you HP, to 1 FATE points to 0, and lose 2 LIVES or if you do not have the lives to lose your adventure is over.100

2

ARCANE DEVASTATION: Shade in 4 pips of all of your Equipped and Backpacked items that have a Repair Track.

3

LASTING ILLNESS: A feeling of overwhelming sufferance flows deep inside, suffer -4 to your primary HP.

4

UNSKILLED: Roll d10 for a skill and suffer -10 from its bonus, if the skill does not have a enough of a bonus instead suffer -7HP.

5

CLUELESS: A burst of stupidity surges through your mind, *-4 INT *to your primary characteristic.

6

AWKWARD: Your abilities seem hindered -4 DEX to your primary characteristic.

7

POWERLESS: Everything seems more of a burden, -4 STR to your primary characteristic.

8

STILLING OF TIME: For a while you are entirely stuck in time and cannot move [+3 clock].

9

ARCANE DESTRUCTION: Shade in 2 pips of all of your Equipped and Backpacked items that have a Repair Track.

10

WORSE FOR WEAR: A feeling of overwhelming sufferance flows deep inside, suffer -2 to your primary HP.

11

ENDING: A powerful pain engulfs your body and you scream out in pain -3 LIVES or if you do not have the lives to lose your adventure is over.

12

*CUMBERSOME: *Roll d10 for a skill and suffer -5 from its bonus, if the skill does not have a +bonus instead suffer -5HP.

13

CLUELESS: A burst of stupidity surges through your mind, *-2 INT *to your primary characteristic.

14

AWKWARD: Your abilities seem hindered -2 DEX to your primary characteristic.

15

POWERLESS: Everything seems more of a burden, -2 STR to your primary characteristic.

16

GOLD STRIKE: A surge of power strikes out at you and hits your gold pouch sending all of your gold scattering across the dungeon floor, you pick up all you can find [-1clock] and find that half is missing (round up).

17

HALT TIME: For a while you are entirely stuck in time and cannot move [+ clock].

18

SPELL BLAST: Arcane Magic leaves your mind and sends your senses in to a turmoil, unable to stop, ancient words once learned leave your memory. Remove the last spell in your SPELL BOOK or if you do not have any spells suffer -5HP.

19

*DEMISE: *A powerful pain engulfs your body and you scream out in pain *-2 LIVES *or if you do not have the lives to lose your adventure is over.

20

UNAVAILING: Roll 1d10 for a skill and remove 3 shaded pip from its Experience Track or if you do not have the shaded pips to remove suffer -3 HP.

21

MINDLESS: Remove 3 shaded pip on your INT Experience Track or if you do not have the shaded pips to remove suffer -3 HP.

22

CLUMSY: Remove 3 shaded pip on your DEX Experience Track or if you do not have the shaded pips to remove suffer -3 HP.

23

WEAKER: Remove 3 shaded pip on your STR Experience Track or if you do not have the shaded pips to remove suffer -3 HP.

24

MYSTIC STRIKE: A surge of power strikes out at you and hits your belt, make a belt check and if an item is equipped there it is destroyed.

25

DIVINE STRIKE: The gods have been angered, *-3 FATE *Point if you have no fate point to lose suffer -7 HP.

26

*BROKEN: *You hear a cracking from your equipment (Roll Location) The item has been damaged shade in 4 pips on its repair track.

27

POISONED: Poison begins to run through your veins, shade in 7 Poison pips on your character sheet.

28

*PESTILENCE: *A Sickness overcomes you shade in 7 Disease pips on your character sheet.

29

INTENSE DAMAGE: A pain engulfs your entire being -4 HP.

30

DYING: A powerful pain engulfs your body and you scream out in pain -1 LIVES or if you do not have the lives to lose your adventure is over.

31

*UNAVAILING: *Roll d10 for a skill and remove 2 shaded pip from its Experience Track or if you do not have the shaded pips to remove suffer -2 HP.

32

MINDLESS: Remove 2 shaded pip on your INT Experience Track or if you do not have the shaded pips to remove suffer -2 HP.

33

CLUMSY: Remove 2 shaded pip on your DEX Experience Track or if you do not have the shaded pips to remove suffer -2 HP.

34

WEAKER: Remove 2 shaded pip on your STR Experience Track or if you do not have the shaded pips to remove suffer -2 HP.

35

WEAPON DESTROYED: A surge of power strikes out at one of your Equipped Weapon (If you have more than one Roll 1d10, Evens = MAIN hand is affected and Odds = OFF hand weapon is affected) and it disappears (remove it from your character sheet).

36

BREAK: You hear a cracking from your equipment (Roll Location) The item has been damaged shade in 3 pips on its repair track.

37

ANGRY GODS: The gods have been angered, *-2 FATE *Point if you have no fate point to lose suffer -5HP.

38

POISONED: Poison begins to run through your veins, shade in 5 Poison pips on your character sheet.

39

PLAGUE: A Sickness overcomes you shade in 5 Disease pips on your character sheet.

40

LEVERS DEACTIVATED – A Lever you have already activated somewhere in dungeon is deactivated, remove 1 pip of the lever track from your character sheet or if you do not have a pip to remove duffer -1HP.

41

DAMAGE: A pain engulfs your entire being* -2 HP.*

42

LEVERS DEACTIVATED – A Lever you have already activated somewhere in dungeon is deactivated, remove 1 pip of the lever track from your character sheet or if you do not have a pip to remove duffer -1HP.

43

TIME FREEZE: For a while you are entirely stuck in time and cannot move [+1 clock].

44

TIME FREEZE: For a while you are entirely stuck in time and cannot move [+1 clock].

45

USELESS: Roll d10 for a skill and remove 1 shaded pip from its Experience Track or if you do not have a shaded pip to remove suffer -1 HP.

46

USELESS: Roll d10 for a skill and remove 1 shaded pip from its Experience Track or if you do not have a shaded pip to remove suffer -1 HP.

47

WITLESS: Remove 1 shaded pip on your INT Experience Track or if you do not have a shaded pip to remove suffer -1 HP.

48

WITLESS: Remove 1 shaded pip on your INT Experience Track or if you do not have a shaded pip to remove suffer -1 HP.

49

NIMBLELESS: Remove 1 shaded pip on your DEX Experience Track or if you do not have a shaded pip to remove suffer -1 HP.

50

NIMBLELESS: Remove 1 shaded pip on your DEX Experience Track or if you do not have a shaded pip to remove suffer -1 HP.

51

WEAKENED: Remove 1 shaded pip on your STR Experience Track or if you do not have a shaded pip to remove suffer -1 HP.

52

WEAKENED: Remove 1 shaded pip on your STR Experience Track or if you do not have a shaded pip to remove suffer -1 HP.

53

*ARMOUR DESTROYED: *A surge of power strikes out at one of your Equipped pieces of Armour (Roll Location until armour is rolled) and it disappears (remove it from your character sheet).

54

*ARMOUR DESTROYED: *A surge of power strikes out at one of your Equipped pieces of Armour (Roll Location until armour is rolled) and it disappears (remove it from your character sheet).

55

BREAK: You hear a cracking from your equipment (Roll Location) The items has been damaged shade in 1 pips on its repair track.

56

BREAK: You hear a cracking from your equipment (Roll Location) The items has been damaged shade in 1 pips on its repair track.

57

DIVINE ANGER: The gods have been angered, -1 Fate Point if you have no fate point to lose suffer -3HP.

58

DIVINE ANGER: The gods have been angered, -1 Fate Point if you have no fate point to lose suffer -3HP.

59

POISON: Poison begins to run through your veins, shade in 3 Poison pips on your character sheet.

60

POISON: Poison begins to run through your veins, shade in 3 Poison pips on your character sheet.

61

*DISEASED: *A Sickness overcomes you shade in 3 Disease pips on your character sheet.

62

*DISEASED: *A Sickness overcomes you shade in 3 Disease pips on your character sheet.

63

MINOR DAMAGE: A pain engulfs your entire being -1 HP.

64

MINOR DAMAGE: A pain engulfs your entire being -1 HP.

65

DOOR SEALED – Somewhere in the dungeon one of the doors you opened, is now magically sealed shut. On your map change any door that is open to MAGIC SEALED (MS).

66

DOOR SEALED – Somewhere in the dungeon one of the doors you opened, is now magically sealed shut. On your map change any door that is open to MAGIC SEALED (MS).

67

DOOR SEALED – Somewhere in the dungeon one of the doors you opened, is now magically sealed shut. On your map change any door that is open to MAGIC SEALED (MS).

68

DOOR SEALED – Somewhere in the dungeon one of the doors you opened, is now magically sealed shut. On your map change any door that is open to MAGIC SEALED (MS).

69

DOOR SEALED – Somewhere in the dungeon one of the doors you opened, is now magically sealed shut. On your map change any door that is open to MAGIC SEALED (MS).

70

*DESTROYED: *A surge of power strikes out at one of your items (Roll Location) and it disappears (remove it from your character sheet).

71

*DESTROYED: *A surge of power strikes out at one of your items (Roll Location) and it disappears (remove it from your character sheet).

72

*DESTROYED: *A surge of power strikes out at one of your items (Roll Location) and it disappears (remove it from your character sheet).

73

*DESTROYED: *A surge of power strikes out at one of your items (Roll Location) and it disappears (remove it from your character sheet).

74

*DESTROYED: *A surge of power strikes out at one of your items (Roll Location) and it disappears (remove it from your character sheet).

75

FATIGUED: A feeling of exhaustion overwhelms you, add* -1 DMG *to the time track

76

FATIGUED: A feeling of exhaustion overwhelms you, add* -1 DMG *to the time track

77

FATIGUED: A feeling of exhaustion overwhelms you, add* -1 DMG *to the time track

78

FATIGUED: A feeling of exhaustion overwhelms you, add* -1 DMG *to the time track

79

FATIGUED: A feeling of exhaustion overwhelms you, add* -1 DMG *to the time track

80

VULNERABLE: Your skin becomes delicate, add -1 DEF to the time track

81

VULNERABLE: Your skin becomes delicate, add -1 DEF to the time track

82

VULNERABLE: Your skin becomes delicate, add -1 DEF to the time track

83

VULNERABLE: Your skin becomes delicate, add -1 DEF to the time track

84

VULNERABLE: Your skin becomes delicate, add -1 DEF to the time track

85

DUMBNESS: *Thoughts become muggy as a strangeness passes the mind, add *-5 INT to the Time Track.

86

DUMBNESS: *Thoughts become muggy as a strangeness passes the mind, add *-5 INT to the Time Track.

87

DUMBNESS: *Thoughts become muggy as a strangeness passes the mind, add *-5 INT to the Time Track.

88

DUMBNESS: *Thoughts become muggy as a strangeness passes the mind, add *-5 INT to the Time Track.

89

DUMBNESS: Thoughts become muggy as a strangeness passes the mind, add -5 INT to the Time Track.

90

SLOWER: A feeling of burden fills your being, add -5 DEX to the Time Track.

91

SLOWER: A feeling of burden fills your being, add -5 DEX to the Time Track.

92

SLOWER: A feeling of burden fills your being, add -5 DEX to the Time Track.

93

SLOWER: A feeling of burden fills your being, add -5 DEX to the Time Track.

94

SLOWER: A feeling of burden fills your being, add -5 DEX to the Time Track.

95

SLOWER: A feeling of burden fills your being, add -5 DEX to the Time Track.

96

*WEAKER: *A weakness flows through the body, add *-5 STR *to the Time Track.

97

*WEAKER: *A weakness flows through the body, add *-5 STR *to the Time Track.

98

*WEAKER: *A weakness flows through the body, add *-5 STR *to the Time Track.

99

*WEAKER: *A weakness flows through the body, add *-5 STR *to the Time Track.

100

*WEAKER: *A weakness flows through the body, add *-5 STR *to the Time Track.