Radiation
Some areas within Algonys still linger with the radiation left by The Flash, which is the divide between the world before and now. Most of these areas are mapped out, as several thousand years have passed by but the occasional irradiated area can still be surprising to adventurers who don't do their research.
For a player that finds them selves in one of these areas without protection after the first hour they begin to feel sick, and suffer from the poisoned affect (this type of poison can be cured by normal means).
Players will then need to make a constitution saving throw or take a point of exhaustion every hour after the first as they become sicker due to radiation. In high levels of radiation this process may take place faster, and in very low levels of radiation it may take place slower. This is up to the DM to decide how irradiated the area is and how frequently constitution saving throws need to be rolled.
In irradiated areas there are deadlier monsters as the radiation has mutated the local flora and fauna. It is always a possibility that if players manage to stay alive in an irradiated area they may begin to mutate themselves. These mutations may include something benign as an extra finger growing, or something more sinister as they begin to grow gills and can no longer breath air. This is up to the DM, but this should only be used if they spend an extremely long period of time in an irradiated area. Some of these mutations may provide some sort of benefit to the character or it made provide detriment. All sorts of visible mutations however will earn some degree of suspicion from not irradiated folk.
If somehow players manage to finish a campaign and begin another with new characters, and their previous players entered areas of radiation frequently, consider seeding story elements that suggest their previous characters died prematurely after the adventure due to cancer from the radiation poisoning.
Type
Physiological
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