Serendipitous though your chance encounter may seem, there is little to your surroundings to suggest anything else worthwhile (minus a refreshing dip in the falls). The air feels thick and heavy, but no trace of the electric crackle you've come to associate with runes is detectable; you are well and truly at a dead end, although there are worse places to wind up.
A small puddle of water glitters enticingly nearby, separate from the rest of the falls. It looks delicious - crystal clear and free of dirt or debris - but something seems peculiar about it.
It appears so refreshing you feel quite inclined to take a drink, yet something about the pool gnaws at you, an unspoken feeling that danger could be much closer than you think.
You have several options as a player when confronted with infection.
You may either
1. Choose to automatically fail in repelling the spores, becoming infected
2. Roll for infection (1d100 - 50 and under fails, 51 and over succeeds in repelling the parasite)
3. Choose to repel them, but suffer a crippling migraine and muscle weakness for two in-game weeks
You may roll, or you may request staff to do so.
This keeps things fair enough where players can still have some autonomy while also ensuring they participate in plot developments! Symptoms do not manifest immediately, and may take up to three days to begin.