Curse of the Astral Research Hall
Inspired by The Old Hunters DLC for Bloodborne.
Plip. Plop.
It starts as a drip, just at the edge of your hearing. Nearly imperceptible - you only notice it in the quiet moments as you lie awake, waiting for sleep to come.
Plip. Plop. Plip. Plop.
The sound is harder to ignore now. You can hear it during the day, but still only when conversation lulls. A steady droplet that, given enough time, will erode your mind as a stream does a boulder.
Plip. Plop. Splish. Splash.
Just when you think you've gotten used to the incessant dripping, now audible even while others are addressing you, it changes. No longer a drip, the sound becomes a splash, as if a child were playing in the rain. What could be in your head that fills it so?
Splish. Splash. Splish. Splash.
You have to know what's in there. Your head is full, and the pressure mounts. There can't be any more room for more water. And yet it fills your every waking moment as it fills your skull, unceasing. There must be a way to let it out, to drain the fluid that's been building up all this time.
Silence
At last, you know peace again. After letting the fluids drain, you're finally able to hear what the voice has been telling you this whole time, hidden behind the drips, drops, splishes and splashes. It's been telling you how to ascend, it's all so clear. You just need to lie down and rest, then you'll be able to take the next step.
Mechanics:
Each stage lasts 15 days, minus your Wisdom modifier.
Stage 1: Plip. Plop.
- No effects.
Stage 2: Plip. Plop. Plip. Plop.
- You have disadvantage on Saving Throws to maintain concentration.
Stage 3: Plip. Plop. Splish. Splash.
- You have a constant headache. In addition to the previous effects, you also have disadvantage on Perception checks that rely on hearing. Long rests no longer remove levels of Exhaustion.
Stage 4: Splish. Splash. Splish. Splash.
- You feel unbearable pressure building in your head. In addition to the previous effects, you now suffer disadvantage on Constitution Saving Throws. At the end of every short or long rest, you are compelled to smash your head into a solid object. Make a DC15 Wisdom Saving throw to avoid taking 2d6 Bludgeoning damage.
Stage 5: Silence
- After failing the Wisdom save 5 times, all previous effects stop. You feel giddy and lightheaded, if a little tired. When you next fall asleep, you are transformed into a Gray Ooze, while you keep all of your Mental statistics.
Happy Chilly Tuesday, and another day of #Febrewary! Now that I'm all caught up, there's only gonna be one of these per day, which honestly I'm kinda sad about. Anyway, here's my Curse of the Astral Research Hall