Madness

Something is wrong with the world. You can feel it. There have been signs. A darkness hides behind the thin, peeling veneer, slowly eating away at all things good and pure. You can fight it, but eventually you will succumb to its curse and it will consume you. But maybe there is another way. Maybe you can understand enough of it that it might only fracture your mind, instead out of shattering it outright. Then the fight may go on.

“It is sometimes an appropriate response to reality to go insane.”

-Philip K. Dick

In Rage of Demons, the demon lords of the Abyss have been unwillingly summoned into the Underdark of Toril. Each of the demon lords brings with it a unique form of contagious insanity that has been amplified by the faerzress, that strange radiation of the Underdark. Experiences that a hardened adventurer might once have shrugged off with nothing but a few nightmares have now started to wear on your psyche. As you travel further and further into the Underdark, you witness things that no one was meant to see and you are becoming the worse for wear. Personalities are starting to change as your grip on reality fractures. Insanity is your only refuge. Prepare to welcome it as a cherished friend.

Madness Saving Throws

At the best of times, the Underdark is a bizarre, alien, and inhospitable world, but the influence of the demon lords has transformed it into a domain of madness and chaos. Faerzress acts as a catalyst, spreading the demon lords’ madness throughout the Underdark. Things your character might have been disturbed by before may now force you to make a saving throw. These saving throws will typically be Wisdom- or Charisma-based, but in some cases if the source of your horror is not readily apparent or understandable the adventure might call for you to use your Intelligence instead. The DC of the saving throw will vary based on the dreadfulness of the scene and how deep you have traveled into the Underdark. Realizing your new paramour is a succubus while having drinks in The Stop’s Plodding Plow Inn might only be DC 5, but conversing telepathically with an aboleth about the horrors of the demon lords that it has witnessed while crouching in the shadows of the Lowerdark might be DC 20, or worse.

Some examples of things that might require you to make a Madness saving throw include:

Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here instead of the spell effects in the Player 's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.

Madness Levels

Madness is measured in levels. Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in longterm or indefinite madness.

Your madness level starts at 0. When you fail a madness saving throw, your madness level increases by 1, and you immediately suffers the level’s effect as determined by rolling on the Short-Term Madness or Long-Term Madness tables below, as appropriate to your new madness level. For Rage of Demons, there is a unique table for Indefinite Madness included in the adventures, themed appropriately to the demon lord that plagues the Moonsea and the lands below it. For these adventurers, you use the included chart for Indefinite Madness instead. When a madness effect ends, your madness level doesn’t change. Any time your madness level increases, you suffer the effect of the new level.

As an example, Alan’s paladin fails a madness saving throw after finding a quasit hiding in his bed and suffers short-term madness for 3 minutes during which he runs screaming from the inn. His madness level rises from 0 to 1. Several hours later, he reads a despicable tome and fails another madness saving throw. His level is now 2 even though he has shaken off the fright of seeing the quasit. Alan’s paladin is slipping rapidly towards permanent insanity.

Just because you have reached level 3 doesn’t mean your character is safe from further insanity. If your Madness Level is 3 and you fail another madness saving throw, your madness level becomes 1, and you immediately gain a new, short-term insanity. You still keep your first indefinite madness, but begin working on your second! In this way, you can potentially accumulate multiple forms of madness.

Please note that you incorporate the madness into your own character and still role-play your own character. The DM does not take control of your character no matter how far you slip into insanity, though your DM might make suggestions on how you might deal with your insanity. Also, role-playing your insanity does not give you the right to ignore the Code of Conduct rules.

Short-Term Madness

Long-Term Madness

Indefinite Madness

Curing Madness

Once madness takes root, it is hard to eliminate.