Tuesday, March 6, 2018

MIDDLE DUNGEONS LEVEL FOUR 55 TREATMENT ROOM.

55 TREATMENT ROOM. Three white pillars are here. If approached, an oval door will open in the side, tall enough for a man to walk inside the hollow pillar. Once a person has walked inside the door will close and a needle will descend from the room of the small compartment into the skull of the occupant. The needle can not piece metal helmets or any type of magic protective headwear. This needle will release powerful painkillers and nutrient solutions into the brain. This treatment is safe and efficacious for vat creatures who will be healed 1d6+6 hit points per treatment, but not intended for normal animals due to physiological differences. Any characters attempting the cure must roll on the following table.

1d12
Result
1
No Healing, no effect
2
Healed 1d4 hit points
3-4
Healed 1d4+4 hit points
5-7
Healed 1d6+6 hit points
8
Healed 1d4+4 hit points but paralyzed 1d10 turns
9
Healed 1d4 hit points but become addicted to painkillers in needle. Will feel compelled to return once every twenty four hours for another dose, as if under the compulsion of a geas. A cure disease spell will counteract this addiction, but the character will never again be able to take this treatment, or they will immediately fall again under the effect of the drug.
10
Brain bleed, take 1d4 damage and lose 1d4 points of intelligence. Lost points of intelligence will be recovered at the rate of 1 per week.
11
Character will believe him or herself to be a Triskelion vat man. (Roll 1d6 1-2 = crying, 3-4 = laughing, 5-6 = scowling)
12
Brain boost. Character will gain 1d4 points of intelligence. These will be lost at the rate of 1 per week until normal intelligence.

Treatments are intended to be attempted once in a twenty four hour period. If another treatment is made in that period, roll as usual, but treat rolls of 2 to 7 as "1 No Healing, no effect". After any treatment is concluded the compartment automatically reopens its door to allow egress.

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