Resonances: Adventurers gain +1 Resonance point every time they kill a potent enemy. **This value is hidden to the Adventurers. When the Adventurers reach 5 Resonance points and they die in the depths, they instead resurrect at full HP and can choose a resonance. They can choose one of 3 Resonances, with a Chance of it being corrupted. - Corrupted Resonance drawbacks:   - Short-Circuit: You are set ablaze for 5 rounds, taking 1d4 fire damage per round.  - Megalomania: You immediately lose 5 sanity.  - Poison: You take 2d10 damage. This cannot be reduced or negated in any way.   - Physical Vampirism: Make a Fortitude saving throw, if you fail, you’re stunned for one round after the resonance ends. **All Resonances activate instantly unless stated otherwise.** Unless specified, Resonances do not cost actions and cannot be interrupted. All Resonances can be activated once per long rest unless stated otherwise.