The world is rife with fetid diseases, some of which adventurers 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, or *[[Cleansing Charm]]* spell. **Attribute loss** due to infection **cannot** be restored until the disease is cured. 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.
# Diseases
| 1d12 | Disease |
| ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Grenery** manifests as a green, irritating rash that swiftly extends across the body in 24 hours. Scratching leads to oozing scabs that grow into small tumours, until the third day manifests as muscle weakness, dragging gait, and tremors (1d6 Str and Dex loss, half movement speed). Previously healthy adults generally recover in four to six weeks (Con check each week after the third), but children, the infirm, and the elderly sometimes fail to pull through, succumbing to critical organ failure. There are no known apothecary treatments. |
| 2 | **Prince Rhaken's Bane** causes 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 malady. An apothecary might cure the patient with a course of blood draining and the correct healing herbs. |
| 3 | **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 random *Madness* due to brain swelling. These effects last 1d4 months. An apothecary adept in skull bores might halve the duration. |
| 4 | **Slop Bowel** is a horrid wasting disease that ends in digestive and renal failure, killing 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 end the disease. There are no known herbal or apothecary treatments. |
| 5 | **Dunnish Fever** is a rare brain disease that causes flushed cheeks and foaming at the mouth 4d6 hours after infection. Carriers lose 1d4 Will, constantly grind their teeth, and grow insatiably 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 snap out of their blood frenzy). *Dunnish Fever* naturally subsides after 1d6 days. The right healing herbs grant adv on Will checks but do not speed recovery. |
| 6 | **Filthenfurgers** 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. Paralysis lasts 1d4 months on a successful Con check, or is otherwise permanent. Sinew surgery can restore movement (but not feeling) in the limb. |
| 7 | **Blinding Flux** causes opaque weeping from the tear ducts, followed by speckled vision. Within 24 hours, the patient suffers 1d4 Perc loss, and *blindness* in one or both eyes (Consult the Bones) after 48 hours. Vision loss lasts 1d4 months. An apothecary expert in lens sculpting can cure the disease (very difficult surgery, imposing disad on the Int (Apothecary*) check). |
| 8 | **Beggar's Cough** causes a violent, hacking cough that spits up blood and bile overnight. Victims suffer disadvantage on endurance and charisma related tests, and stealth is impossible (irrepressible cough). The wheeze subsides after 2d6 weeks. A specialist daily draught cures the sickness in 1d6 days. |
| 9 | **Red Rot** cause foul smelling, red pustules to grow all across the body. Symptoms appear in 1d6 hours. After 1d4 days the pustules burst, and the skin around them begins to slough off, while the muscle and fat beneath hardens into crimson calcified plates. Victims lose 1d3 Str each day for 1d4 days, then make a *Luck* (Con) save. If successful, the disease subsides with no further decline over 1d6 months. If failed, the victim loses another 1d3 Str, and repeat. A character that survives (patients at zero Str die) may permanently lose 1d4 point of Cha (Consult the Bones) due to scarring. A rare jungle ointment kills the disease in 4d6 hours. |
| 10 | **Andaran Retch** is a deep belly illness that 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 | **Sallowscale Blight** is an uncommon skin infection forming itchy scales on forelimbs, fingers, and toes. Scratching at the scales causes bleeding sores that quickly regrow more scales, 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 trips, etc. The scales fade after approx 2d4 months. A herbal unguent removes the scales in 2d6 days. |
| 12 | **Weepers** is a brain disease that impairs thought clarity and judgment, akin to being drowsy or intoxicated. Clear fluid leaking from the tear ducts, nose, and ear canals 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. |