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Tainted (Major)

You have been tainted by the blight. You have -2 penalty to Stealth rolls vs darkspawn. Check
twice as often for encounters when traveling in blight areas.

If you are not a grey warden, then the afflicted will succumb to the blight after a number of
weeks equal to their Vigor die.

Physically, the effects can start out as mildly as a summer cold: The once-hardy adventurer will
be feverish or get chills, and might feel achy and off.
They begin to lose their appetite. After a while, their skin will become blotchy and grayish as the
taint settles deeper into their system. As the corruption gets worse, so does the pain and the
physical effects. A tainted character’s skin takes on a grayish tinge, open sores appear on the
body, and wounds take longer to close.

For every 2 weeks the taint has had to set in, subtract 1 from all rolls. After 1d6 weeks, all
healing rolls made to heal the afflicted are at a -2.

After 1d6 weeks, a tainted character begins to hear the voices of the darkspawn in their mind. At
the start of each day, a tainted character must make a spirit roll to ignore the gibbering.
Otherwise, the character takes a –1 to persuasion rolls.

If your character’s time comes, and they haven’t been able to become a grey warden, they will
either perish or become ghoul, in service to the archdemon. Talk to your GM about what
becomes of your character, or roll on the table below, if you’d rather have fate decide.

1. The character succumbs to the sickness and dies.


2. The character slips away from the party and seeks out the darkspawn, joining them as
a ghoul.
3-4. The character turns on the party and attacks (most likely resulting in death, should they
fight back.)
5-6. The character is able to sense when their final hours are drawing near, and uses a final
reserve of strength and willpower to leave cherished friends behind before harming them.

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