TEXT: Gregorius21778: 
  Dreaded Thirteen
  A supplement for OSR GMs 
  for inserting misfortune into an adventure
  Version 1.0; written by Kai Pütz
  (c) 2019
  
  Legal & other stuff
  Created by:
   
  Kai Pütz; (c) 2019
  My blog:
  https://gregorius21778.wordpress.com/
  My other titles:
  at drivethrurpg.com
  Artwork
  Background:
  by Image Portfolio © Louis Porter, Jr. Design; used with permission. 
  Page decoration:
  by Unza RPG ©; used with permission.
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations
  of the Flame Princess. Lamentations of the Flame Princess is a registered trademark owned by
  James Edward Raggi IV.
  Have your players brought upon their characters the wrath of the gods (or things far more
  unfathomable)?  Have they decided to enter places the old folks direly warned them to disturb?
  Have they claimed for themselves an artifact Men Was Not Meant to Hold? Are the stars just not
  right? Or is it just one of that days, were Lady Fortune is in a spiteful mood? 
  Whatever it is... if it is an OSR game you play, and if it is misery and failure you want, this Pay-
  What-you-Want title has a little idea in store for you. For those days were you just feel like that...
  Use it only once with a group, and only when there is a fitting occasion (see above). A GM is
  encourage to give bonus XP to characters that succeeded under such averse conditions.
  Enjoy!
  
  It all starts with the first natural “13” that is
  rolled by a player with a d20. It does not matter if
  it is an Attack Roll or a Saving Throw, or if the
  result was a failure or not. The first “13” rolled
  triggers  the  first  happening (see  below),  and
  misfortune will follow the whole party from there
  on: either till the end of the current adventure, or
  till a total of thirteen “13´s” have been rolled.  
  The first happening is a set event, and so is the
  13th and final instance of woe. Those in between,
  the GM may choose in any order that fits the
  group,  the  current  happenings  of  the  session
  and/or the own whims. We are talking about the
  outcomes of ill-omened undertakings here: if it is
  not BAD, it is WRONG. 
  So, turn yourself into the crows to come upon the PC,
  spread your wings and cast a shadow of doom!
  The 1st Happening: after the first “13” has been
  rolled, all characters hear the echo of a great bell
  that tolls far away. A cold chill runs down their
  spines and raises their hackles. From this point
  on, all results of a natural “13” mean an automatic
  failure, and trigger another misfortune from the
  list below. The GM is to keep track of the number
  of “13” that are rolled, as the streak of misfortune
  will end after the thirteenth one. 
  The Eleven Misfortunes in-between:
  A  future  opponent  is  granted  a  sense  of
  imminent danger by fate. The next time that the
  party  successfully  surprises an  opponent,  the
  tables  are  turned  on  them:  their  opponent
  becomes aware at the most unfortunate moment
  and circumstances, and will thereby  Surprise on
  the party. 
  The  next  time  a  character  has  a  meaningful,
  successful  Search test, his or her  eyes are blind
  for what is in there, and the test is failed.
  For the rest of the adventure, all misfired arrows
  and  bolts will  either  turn  out  to  be  lost  or
  broken.
  The next time a character misses with a missile
  attack,  the weapon fails: the strings of bows or
  crossbows tear, a black-powder weapon fails to
  ignite.  This  makes  the  weapon  useless  in  the
  current  combat,  but  the  PC  may  re-string  the
  bow/clean the weapon afterwards.
  The next time a member of the party successfully
  overcomes  a  mechanism  (e.g.  picks  a  lock  or
  disables  a  mechanical  trap),  the  attempt  fails
  instead and  a  tool  involved  is  broken in the
  process.  It  is  impossible  now  to  overcome  the
  mechanism, and all further attempts to overcome
  mechanisms have a 1-in-6 chance that the tool
  that is now broken was mandatory for doing so. 
  Misfortune  follows  the  party  like  an  invisible
  shadow, and the next successful  Saving Throw
  against a Spell or Magic Item will be treated as a
  failure instead.
  See above, but the next successful Saving Throw
  against Paralyze or Entanglement fails instead,
  possible  due  to  a  character  tripping  over
  something,
  The  next  failed  melee  attack by  a  character
  means such a bad fumble that the opponent gets a
  free attack, and the character loses his or her next
  action in this combat.
  The next attempt to force a door open will lead to
  a badly bruised shoulder, which results in a (-1)
  penalty  on  both  melee  attack  rolls  and  melee
  damage. 
  A glass vial or item in the possession of the party
  immediately cracks. 
  A character gets something in the eye (dust, a
  splinter, an insect, etc.) and counts as half-blind
  for 1d4 turns (-1 to all melee attacks; -3 to all
  ranged attacks).
  The 13th and final Misfortune:
  The character of the player that rolled the “13”
  suffers a heart attack, and must Save vs. Death. A
  failure  means  exactly  what  the  Saving  Throw
  implies, otherwise the PC is only stunned for 1d4
  rounds.
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/The Dreaded 13 (LotFP).pdf