The Blight (5E) Errors/Explanations/Errata


Please ask any questions, or report any issues or errors related to the 5E version of The Blight here.

zhern's picture

The sidebox for Summoning and Dreams in the Library, referenced on p. 658 as part of W9. The Burnt Forest Library of Stories Lost and Found, in L5: Below, was left out of the 5e version of The Blight. The text for the sidebox is below.

Summoning and Dreams in the Library

The library has both feet firmly in Between, and as such, things summoned herein have some of the stuff of stories wrapped into them. All summoning spells operate as if they were one spell slot higher than that actually cast, so conjure elemental actually works as if cast using a 6th level spell slot instead of the default 5th level slot and so on. Similarly, conjuration and illusion spells are more potent, and always last twice as long. The Sisters are very much aware of this fact. You may wish to modify a fluff effect within this crunch, by having words sucked from books within the library, or shadowy images of what was going to be summoned replaced by something that leaps from a bookcase. This is left in your capable hands. The witches’ dreams and nightmares are also manifested herein, the experiences of the Sisters gaining flesh and bone momentarily. As this combat is tough, these flesh dreams have only the most fleeting life, possibly dying or just vanishing into the shadows, but if you want, you can give this flesh more bone, and have creatures wink into and out of existence to attack the characters. All these things should be revolting and fleeting, and do be careful with how you use them; the library is a hard challenge and maybe this is a time to judge more for effect than purpose.

zhern's picture

Alternative Rules for Madness and Mental Maladies

The alternative rules for Madness and Mental Maladies (p. 462) is missing from Chapter 11: The Sinks and  Asylum: Part Three: Running the Sinks was mistakenly excluded. Below is the text of the alternate rules for this section.

Roleplaying Madness in Your Blight Game

Where effects of madness are detailed, use the suggested rules below in preference to those in the adventures. This substitutes the normal Wisdom damage system with a new Ability score.

All saving throws against the madness effect are Wisdom saves and are tracked using a statistic based on the average of the character’s Intelligence and Wisdom (rounded up). This new statistic is a character’s Lucidity score. Every time a madness effect calls for a saving throw, the Wisdom save is made as detailed, but all losses are taken from the character’s Lucidity score.

If, at any time, a character’s Lucidity falls below half its normal maximum, the character becomes temporarily insane. This can take the form of one of the phobias listed below or can be one of your choosing.

d12 Temporary Insanity Effects
1 Acrophobia (fear of heights) 
2 Agoraphobia (fear of crowded or open spaces) 
3 Aquaphobia (fear of water) 
4 Arachnophobia (fear of spiders) 
5 Claustrophobia (fear of confined spaces) 
6 Entomophobia (fear of insects) 
7 Monophobia (fear of isolation) 
8 Necrophobia (fear of the dead/undead) 
9 Noctophobia (fear of the night) 
10 Nyctophobia (fear of darkness) 
11 Pyrophobia (fear of fire) 
12 Xenophobia (fear of foreigners/other races)

When temporarily insane, each time a character enters a situation that directly affects his specific phobia (for example a claustrophobic character entering a confined space), the character must make a successful DC 15 Wisdom saving throw or become confused (as if affected by the spell) for a number of rounds equal to the character’s current number of lost Lucidity points. Note that this effect only occurs when a character enters a new situation. For example, a claustrophobic character entering a dungeon complex would save on entering the confined place, but not again until the situation significantly worsens in your view (for example such a character requires a successful Acrobatics check to use a crawl-hole filled with cobwebs.

Recovery from madness depends upon its source; characters facing checks because of those tainting effects in The Levee Adventure are exclusively because of Between, a place beyond mortal logic, and the loss is usually assigned for a given random period. If you wish, you could change this random effect and allow a Wisdom save each day (as per the original check) to regain 1d3 Lucidity points. When the character’s Lucidity returns all the way to full (not just above the halfway point), the phobia effects are removed from the character.

Note that it is possible to manifest multiple phobias as a result. If a character has a maximum Lucidity score of 16 and loses 8 points of Lucidity to various failed Will saves, he becomes temporarily insane and picks up a phobia. If he is able to regain 4 Lucidity points, but then loses 5 in another occurrence, he’s back below half again without ever having risen all the way to maximum to shake the first phobia. You should now roll (or choose) a different phobia for the character to suffer from along with the first.

Curing Maladies

Heal, greater restoration, or wish spells always return Lucidity points to full. You may also decide that the following spells also remove or restore points as indicated; once you decide, do not change the rules.

Aid (cures all lost points but not permanent phobias).

Lesser Restoration (allows a subject with a phobia a second save when facing a trigger).

Permanent Madness

If a character drops to 0 Lucidity points, the character risks permanent effects without the use of magical healing. The type of phobia is chosen as before, but this time the character always suffers from the effects whenever she enters a situation that may trigger the confused condition and has a 50% chance, each time, of simply becoming comatose for 1d8 hours (the character is helpless while comatose). A character with 0 Lucidity cannot regain Lucidity points without magical healing (as above) or complete retirement from adventuring into long-term care into a supportive and helpful environment. The alienists of the age are not very good at diagnosing and treating mental illness, but any sufficiently restful environment (i.e. not a sanatorium in the Blight) has a 10% chance each month of restoring the character’s Lucidity to 1. Once a character has at least 1 point of Lucidity back, she can begin to recover Lucidity points through nonmagical means as described above