Disease¶
The medieval world is rife with fetid diseases, some of which the PCs are bound to fall prey to sooner or later. Generally speaking a Con check or Luck (Con) save is required to resist infection. Disease vectors are at the GM's discretion, but typically include touch, body fluid exchange, coughing or sneezing, and/or parasite bites.
Most diseases may be recovered from with time, herbalism, a skilled apothecary (possibly requiring one or more Int (Apothecary) checks), or Cure Malady spell. At the GM's option particularly horrid strains may cause death or permanent debilitation instead. If in need of a random disease, roll 1d12 and see below.
(1) Pinkscab Palsy¶
Pinkscab Palsy manifests as a red, irritating rash that swiftly extends across the body in 24 hours. Scratching leads to oozing scabs, until the third day manifests as severe muscle weakness, dragging gait and involuntary tremors (1d6 Str and Dex loss, half movement rate).
Previously healthy adults generally recover in four to six weeks (Con check each week after the third), but children, the infirm, and the elderly often fail to pull through, succumbing to critical organ failure. There are no known herbal or apothecary treatments.
(2) Lemon Rot¶
Lemon Rot disease causes foul smelling, yellow pustules to grow around the armpits, groin and neck glands, infecting the blood after 1d3 days (1d4 Str loss each day until bedridden at zero Str).
A Luck (Con) save is permitted after each day of Str loss to throw off the disease. An apothecary might cure the patient with a course of blood draining and the correct healing herbs.
(3) Bulging Bluevein¶
The ferocious Bulging Bluevein causes blood vessels to burst in the patient's eyes, cheeks, and tongue, spreading like purple tendrils. After 1d6 hours, the patient loses 1 point of Cha and Int, and
suffers a serious madness due to brain swelling. These effects last 1d4 months. An apothecary adept in skull bores might halve the duration.
(4) Slop Bowel¶
The deadly plague known as Slop Bowel is a horrid wasting disease that ends in digestive and renal failure, eliminating half its afflicted in a matter of weeks. 1d4 days after infection, carriers lose 1 Con each day until death at zero Con. A single Luck (Con) save is permitted after 2d6 days to fight off the disease. There are no known herbal or apothecary treatments.
(5) Foam Fever¶
This rare brain disease causes flushed cheeks and foaming at the mouth 4d6 hours after infection. Carriers lose 1d4 Will, constantly grind their teeth, and become implacably bloodthirsty. Sufferers attack others at the slightest provocation, spend 1d3 rounds dismembering downed foes, and will attack allies when no foes are left (Will check to resist, or to snap out of a blood frenzy). Foam fever naturally subsides after 1d3 days. The right healing herbs grant advantage on Will checks but do not speed recovery.
(6) Filthenfurgers¶
Filthensfurgers is a curious nerve plegia, beginning as a tingling sensation in one limb that progresses to weakness and eventual paralysis (within 6d6 hours of infection). The paralysis persists for 1d4 months on a successful Con check, or permanent otherwise. An apothecary with the right healing herbs and sinew surgery can restore movement (but not feeling) in the affected limb.
(7) Oozy Eye¶
Infection with Oozy Eye causes opaque weeping from the tear ducts, followed by speckled vision. Within 24 hours, the patient suffers 1d4 Perc loss, and blindness in one (80%) or both eyes (20%) after 48 hours. The vision loss lasts 1d4 months. An apothecary expert in lens sculpting can cure the disease (very difficult surgery, imposing disadvantage on the Int (Apothecary) check).
(8) Skorn Wheeze¶
The beastman wheeze causes a violent, hacking cough that spits up blood and bile. Victims suffer disadvantage on endurance and charisma related tests, and find stealth impossible (irrepressible cough). The wheeze subsides after 2d6 weeks. A specialist daily draught completely cures the sickness in 1d6 days.
(9) Slough Pox¶
Bacterial Slough Pox causes the victims skin to rub off in red raw abrasions, with symptoms appearing within 1d6 hours. Victims lose 1d3 Str each day for 1d4 days, then make a Luck (Con) save. If successful, the disease subsides with no further deterioration over 1d6 months. If failed, the victim loses another 1d3 Str, and repeat. A character who survives the pox has a 50% chance of losing 1 point of Cha permanently due to severe scarring. A rare jungle plant ointment kills the disease in 4d6 hours.
(10) Black Retch¶
This deep belly illness causes disorientation and nausea within 1d6 hours, inflicting 2d4 Dex loss and disadvantage on balance related checks. Carriers cannot abide food or drink, and vomit up a foul, black coloured fluid every few hours. The sickness passes in 1d4 days. An apothecary with the right healing herbs halves the duration.
(11) Greyscale Blight¶
Greyscale blight is an uncommon skin infection resulting in hard, itchy scales, commonly forming on fingers, hands, toes, feet and forelimbs. Scratching at the scales causes them to drop off, leaving bleeding sores that quickly regrow twice as many scales than before, spreading to adjoining areas. After one week, enough scales have formed to impede fine motor skills with fingers and chaffing feet, causing 1d3 Dex loss and imposing disadvantage on picking locks, disarming traps, endurance checks on long treks, etc. The scales disappear by themselves after approx 2d4 months. An expensive herbal unguent removes the scales in 2d6 days.
(12) Weeping Earholes¶
Weeping Earholes is a brain disease that impairs speed of thought, clarity and judgment, similar in some ways to being drowsy or intoxicated. Clear fluid leaking from the ear canal is the first sign, followed by persistent fever and headaches. Within 2d6 hours, victims suffer 1d4 Int loss, disadvantage on initiative checks, and forget one random spell (if applicable, spell returns when the disease ends). The malady clears up of its own accord after 1d3 months. There are no known herbal or apothecary treatments.
Parasites¶
Whilst not strictly diseases, these detestable parasites might as well be, threatening adventurers with debilitation or death.
Treasure Ticks¶
Treasure ticks are 1 inch parasites drawn to the smell of valuable metals and gems. The bugs have an uncanny chameleonic ability, able to change shape and colour to mimic surrounding coins, gemstones, etc, where they hibernate until a suitably warm blooded victim becomes available.
If collected in a pouch with genuine coins, the bugs burrow out in 1d6 minutes, entering the flesh of their victim to feed on their blood (they secrete an anaesthesia effect similar to a leech). Detecting the burrowing tick requires a Perc check atdisadvantage. If undetected, the parasite causes blood poisoning (1 Str and Dex loss after 1d4 hours, and a minor madness). The effects do not subside until the bugs are removed. Eradicating the ticks requires deep flesh surgery (Int (Apothecary) check, causing 1d4 damage). If performed improperly, the victim also suffers an Injury (roll 1d6, 1: Arm, 2: Leg, 3: Internal Bleeding, 4: Pestilent Wound 5: Muscle Tear, 6: System Shock).
Flesh Grubs¶
Flesh grubs are fat, filthy, two inch burrowing worms with wicked beaks, that feast on flesh and carrion. They consume corpses from the inside, kept warm by the foul gases they emit as they lay eggs and multiply.
Infested corpses tend to bloat as the fumes build, rendering them liable to explode (an Int (Apothecary) check might notice the tell tale “flesh grubs” odour).
If disturbed, the corpse ruptures, showering the PC with the accursed bugs, which burrow straight for the heart. A Luck (Con) save is required to avoid death in 1d4 rounds. Fire or acid can kill the
grubs, but requires an Int (Apothecary) check to apply correctly (2d4 damage, halved if the check is successful).
Throat Leeches¶
Throat leeches are fast swimming, 4 inch marine parasites that lurk in water holes, rivers and oceans. An adventurer swimming in an infested area requires a Luck (Dex) save to avoid swallowing the horrible wrigglers.
On a failed save, a number of leeches have entered the victim’s throat and latched onto their gullet. Over the next 1d4 hours, and every day afterwards, the leeches feed, causing 1 Str or Con loss (even chance, to a minimum of half the victim’s maximum stats).
Removing the leeches requires surgery and/or special alchemical tinctures that are highly poisonous if not properly administered. An Int (Apothecary) check kills the parasites in 1d3 days. If failed, the victim also suffers 2d4 damage. A desperate victim might drink and regurgitate a flask of acid to kill the worms in minutes (the drinker suffers 3d6 damage, and cannot use their vocal chords for 1d4 months).