Ryan Silva asked for “long term
and short term effects of subterranean adventuring if you would.” I would and
could and can and did.
Short Term
Fatigue and vitamin deficiency.
Disturbing and colourful
hallucinations become common whenever the lights are out. They are clearly not
real though they do prevent you from sleeping.
You begin to know where you are
in the cave when you wake up. You have recall of nearby formations without
turning on the light.
In the first weeks, paranoia and
rages are common.
During the first six months the
rapture stalks you, after this, if it fails to take you, it disappears and
comes only occasionally.
You slowly abandon useless items,
ruthlessly purging your belongings for weight. You shave your blades to razors
and slice from the soles of your shoes.
Long Term
As the memory of the sun decays
your claustrophobia lessens. The day sunlight disappears from your dreams, you
no longer fear small spaces, even the narrowest squeeze can be pushed through
without a test.
You recognise worked passages
from the tool-scars left. Later, you can tell the size and natre, and mood, of
the worker by the trace of their swing.
You come to recognise the
identity of spilt blood by its smell and taste, if the person is known to you.
Maximum pupil dilation at all
times.
Gradual, then total, pigment loss
from skin.
In the first week, a total
collapse of your immune system. Immunity reaches zero. Then invisibly replaced
with a (relatively) harmless semi-intelligent fungal symbiote.
Hair Loss.
Skin becomes extra-sensitive,
clothes uncomfortable. After weeks you can learn to use your skin to sense the
air flow in the surrounding area, giving you a good idea of cavern size and
possible exits. As well as general size of linking passages.
Hearing becomes extra-sensitive.
You subconsciously begin making tongue clicks to judge distance in the dark.
Though unaware of this.
The rhythm of your conversations
slows imperceptibly. You breathe out single words. Shouting becomes
intolerable, even in times of danger. Battles pass in silence on both sides.
Osteocytes begin to form upon you
scalp and joints. Harmless, painless frills and horns of bone.
Your finger bones lengthen and
crook permanently. This provides a tireless hold while climbing and increases
your ascent speed.
Your time sense erodes without
any realisation, your wake-sleep cycle extends from 24 hours to 48 then to 72.
You do not notice this
Respiration and digestion slow.
In silent moments or when still you sometimes go 30 seconds between breaths.
Your breathing becomes
non-audible when you are sleeping or waiting.
You no-longer trust paper as it
decays too fast. You start to tattoo your knowledge and maps onto your skin.
Your self-developed code is shorter than writing and means your flayed skin
would be useless as a map for others. A clever trick, you think. You start with
your forearms and thighs then spiral out.
Effects on Magic Users
Casting of Light spell changes
gradually, darkens to infra-red, then becomes nearly invisible as memory of
sunlight decays.
Surface creatures gradually
disappear from the results of summoning spells.
Any fire generated stats to burn
deep-blue.
ESP no longer brings you visions
of others mental states. Only flows on smell or movement, taste and sound, you
do not notice this.
Spells used to trace and spy on
others likewise lose their visual component, you know where someone is, you
smell, taste and hear them. You feel them in the air. You do not see them. This
is not disabling in any way.
Spider Climb lasts longer. It
begins to eat up spell slots without you realising. When all 1st
level spell slots have been consumed, Spider Climb becomes semi-permanent,
subconsciously and cyclically cast and re cast whenever you are awake.
Following this, the concepts of ‘up’ and ‘down’ will begin to lose all meaning.
You may not understand the words.
The Imprison spell begins to feel
shaky and unreliable. You begin to think you hear the voices of people you had
previously imprisoned as you near their location.
The spell Flight begins to decay.
It lessens, disappears, then returns as ‘Dive’. This lets you dive and walk
through rock as if it were water or gas.
Effects on Clerics
As you approach Hell, the reach
of heavean comes less frequently, silently but with invisible force. You can
burn spell slots for one of a kind high level miracles.
Gods voice intensifies as you
reach the Core.
God speaks continually now. But
unaware of you. As if addressing a crowd in the next room.
You can no longer create food or
drink. Yet the same spell allows you to fast for days without any effect.
The earth regards you. The stone
is aware. You know that if you addressed it, it would hear. Yet this is wrong
and forbidden.
The stone is one with the stars.
You can read the curls of sediment and speleothem as if they were hidden
constellations.
For a long time lightning does not
heed your call, then, as you grow deeper, suddenly it does. This time coming
from below.
(A few of these are inspired by
Jeff Longs book The Descent. If you gave that book an index and some sub-par
illustrations it would be half way to being a module on its own.)
oh gosh
ReplyDeleteis there a word for something that is horrible, beautiful and comforting?
ReplyDeleteAlmost certainly, but I don't know it. Probably one of those words Germans use every other day.
DeleteTruth.
DeleteIf this was a poem it would be the best poem about D&D ever written.
ReplyDelete