| d10 |
Result |
| 1-3 |
Painful Death. The spore, revitalized by
your stomach acid, melts you from the inside out. Save or die in agony. If
you Save, permanently lose 1d6 Constitution and HP and spit out a fist-sized spore. |
| 4-5 |
Spore Parasite. The spore slowly bubbles
up from your nose and mouth the next time you sleep. If someone is on watch,
they might be able to swat it away. Otherwise, it eats your head. |
| 6-7 |
Too Weak. Your stomach dissolves the spore
No extra effect. |
| 8 |
Spore Growth. The spore infiltrates your digestive tract and
organs, becoming a part of you. Gain +1 Constitution and +4 to Save vs
Poison. Your skin becomes waxy and slightly tacky. You have 1d6 weeks under
your own control before the spore squeezes out of your ears, eats your head,
and sporiates. |
| 9 |
Spore Carrier. As Spore Growth. Also, the
spore consumes your organs and replaces their functions, at least for the
time being. You are mostly hollow inside. Only your bones and nerves remain.
You Regenerate 1 HP per round but permanently lose 2 Strength. The spore will
keep you alive as long as you serve its hidden goals (conflict, madness,
death). Expect instant pain and whispered madness should you fail, and death should you resist. |
| 10 |
Spore Apotheosis. As Spore Carrier. Also,
once per day, you can cast command with 2 magic dice on an fungoid or spore-based creature you
see. The dice do not return to your pool. You can give the creature any
command you could give a dog. You believe you are serving your own goals, but
in truth, the spore has full hold of you now. |