Spiderjjr45 (talk | contribs) (Created page with "The '''Glassbreakers''' are a religious faction of involuntary members who have dedicated themselves to breaking any and all glass that they come across due to a memetic infection that has spread among their ranks, and the ranks of everyone they come across. They were a dangerous, realm-threatened plague that infected Quelmar in 1025 PR. They were only stopped once every GlassBreaker (or at least, every ''known'' GlassBreaker) had been imprisoned and banished to ano...") |
Spiderjjr45 (talk | contribs) m (added Category:The BackHalls using HotCat) |
||
Line 11: | Line 11: | ||
Curse: If players say anything to the Glassbreakers, they must succeed a DC 17 wisdom save versus getting infected. From that point forward, players have disadvantage in the presence of shiny materials until all reflective/shiny surfaces are out of sight or broken/scratched up, or take 3d6 if looking directly into the materials. |
Curse: If players say anything to the Glassbreakers, they must succeed a DC 17 wisdom save versus getting infected. From that point forward, players have disadvantage in the presence of shiny materials until all reflective/shiny surfaces are out of sight or broken/scratched up, or take 3d6 if looking directly into the materials. |
||
[[Category:The BackHalls]] |
Revision as of 03:35, 14 February 2024
The Glassbreakers are a religious faction of involuntary members who have dedicated themselves to breaking any and all glass that they come across due to a memetic infection that has spread among their ranks, and the ranks of everyone they come across. They were a dangerous, realm-threatened plague that infected Quelmar in 1025 PR.
They were only stopped once every GlassBreaker (or at least, every known GlassBreaker) had been imprisoned and banished to another plane of existence, to spread their disease in quarantine in the void which was known to those trapped inside it as The BackHalls.
The Curse
Once neutrally contaminated, a creature with the infection takes 3d6 psionic damage whenever they see their own reflection, which appears to them as a fiendish variant of themselves.
Enemies of the Glassbreakers are aware of this and weaponize and collect mirrors and reflective surfaces to fend off the breakers.
Members carry steel wool or another abrasive device for abrading metallic and similar surfaces.
Curse: If players say anything to the Glassbreakers, they must succeed a DC 17 wisdom save versus getting infected. From that point forward, players have disadvantage in the presence of shiny materials until all reflective/shiny surfaces are out of sight or broken/scratched up, or take 3d6 if looking directly into the materials.