Lots of games use some form of lingering wounds to flavor the otherwise bland “you take 10 damage.”
For me, Cairn does this better than most because it’s built into the game’s damage mechanic itself.
In the Wenderweald, folks suffer more than their fair share of scars. Long-time readers will remember how bad it got during my solo quests.
Thinking on this more, I wanted to create scars unique to my setting — scars only the Witches of the Wenderweald can deliver. These wounds are more than physical. They’re arcane traumas, reminders that the victim is never truly free of the Wenderweald.
Just like physical scars, I’ve written each entry to be narratively potent. Some mechanics may be obvious, while others might reveal themselves over time, as the wound festers, or if the PC suffers it again.
I use this table when a PC takes damage from a witch or anything else the Wenderweald vomits up
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I’ve included a PDF version below for you to print and use at your table.
Watch for the Wenderweald watching…
—Odinson
All the cool kids are showing off their hex-flesh these days...
I love the idea, but what do players who play this long term think about it? Is it a bit much? Is it too much? :)