Bluespit
This bacterial infection thrives in avian and mammalian lungs. The name is derived from the blue-tinged sputum coughed up by victims—at least until they finally keel over.
- Transmission: inhaled
- DC: Fortitude Save 14
- Track: physical
- Frequency: 1/day
- Effect: 1d6 nonlethal damage with each failed save. This damage cannot be cured until the creature returns to the healthy state on the disease track. If a creature falls below 0 hit points while infected, they begin to Suffocate. They are considered to be holding their breath for this effect despite being unconscious, rather than proceeding straight to negative hit points and death.
- Saves: 2 consecutive saves
Bog Rot
- Transmission: contact
- DC: Fortitude Save 16
- Track: physical or mental; roll randomly
- Frequency: 1/day
- Effect: Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured.
- Saves: Magic only
Bonecrusher Fever
The name of this mosquito-borne illness comes from the terrifying sensation sufferers experience, as if their bones were being squeezed to pulp from within. The illness then leads to severe headaches, high fevers, and a distinctive rash of bright red dots across the lower limbs and chest.
- Transmission: injury
- DC: Fortitude Save 12
- Track: physical
- Frequency: 1/day
- Saves: 2 consecutive saves
Boot Soup
This infection is named for its ultimate result, should it go untreated for long periods of time. A fuzzy reddish-brown fungus grows painlessly between the toes and spreads from there to the top of the foot over the course of a day. If not removed within 24 hours, the character finds their movement slowed every day the infection is left to spread. It is only at this point that the character begins to feel pain as the fungus starts consuming living tissue and nerves, eventually leading to paralysis.
- Transmission: contact
- DC: Fortitude Save 16
- Track: physical
- Frequency: 1/day
- Effect: At weakened or further on the disease track, movement speed is reduced by 5 feet each day until the disease is stopped. Creatures reduced to 0 feet are Paralyzed until the disease is cured.
- Saves: 2 consecutive saves, or completely skinning or burning the affected area (inflicting 1d8 points of damage per level of track progress past healthy)
Brainworms
Individually, these tiny parasites are almost invisible to the naked eye, yet en masse they’re capable of taking down even the strongest animals. Entering the body through contact with an infected host or corpse (especially through open wounds), these thin worms quickly migrate to the brain and begin reproducing. The infestation is typically evidenced by a dulling of the senses and intellect and by erratic bouts of irrational rage toward other creatures during which the worms attempt to spread to other hosts through combat and injury. Examining the brain of a late-stage victim reveals a living carpet of thousands of tiny parasites.
- Transmission: contact or injury
- DC: Fortitude Save 14
- Track: mental
- Frequency: 1/day
- Effect: Whenever damage is taken in combat, make another Fortitude Save or gain the Confused condition for the remainder of the encounter.
- Saves: 2 consecutive saves
Bubonic Plague
Infected vermin and parasites spread this disease, also known as Daemon’s Touch or the Black Death, through their bites. Once contracted, the disease spreads quickly, polluting the victim’s body with toxins. As the disease reaches the lymph nodes, the victim suffers extreme inflammation of glands, and their skin might take on a black pallor. Symptoms include fever, headaches, nausea, fatigue, and swelling of the lymph nodes (called buboes) on the neck, underarms, and inner thigh areas, and eventually bleeding beneath the skin.
- Transmission: injury or inhaled
- DC: Fortitude Save 17
- Track: physical
- Frequency: 1/day
- Saves: 2 consecutive saves
Cackle Fever
- Transmission: inhaled
- DC: Fortitude Save 16
- Track: mental
- Frequency: 1/day
- Saves: 2 consecutive saves
Cholera
- Transmission: injury
- DC: Fortitude Save 13
- Track: physical
- Frequency: 1/day
- Saves: magic only
Coward’s Mark
Externally manifesting as round marks on the skin like ringworm, this fungal infection soon spreads to the nervous system. The corpses of victims that succumb to coward’s mark sprout thousands of fruiting bodies 1d4 days after death, spreading the infection on the wind.
- Transmission: contact or inhaled
- DC: Fortitude Save 13
- Track: mental
- Frequency: 1/day
- Effect: Once weakened, make a Will Save each day (DC equals DC of the disease). On a failure, become Shaken whenever within 30 feet of another creature until cured. If this save is failed twice consecutively, the condition advances to Frightened. If it fails three times consecutively, the condition advances to Panicked, and the disease's Fortitude Save is increased by 2.
- Saves: 3 consecutive saves
Dementia Dust
Demon Fever
- Transmission: injury
- DC: Fortitude Save 18
- Track: physical
- Frequency: 1/day
- Effect: At the impaired state, penalties from the weakened state become permanent until victim receives Heal or Restoration
- Saves: 2 consecutive saves
Devil Chills
- Transmission: injury
- DC: Fortitude Save 14
- Track: physical
- Frequency: 1/day
- Saves: 3 consecutive saves
Enteric Fever
- Transmission: ingested
- DC: Fortitude Save 15
- Track: physical
- Frequency: 1/day
- Saves: magic only
Filth Fever
- Transmission: injury
- DC: Fortitude Save 12
- Track: physical
- Frequency: 1/day
- Saves: 2 consecutive saves
Firegut
This disease is characterized by occasional vomiting of burning bile. It is extremely tenacious.
- Transmission: injury or inhaled
- DC: Fortitude Save 17
- Track: physical
- Frequency: 1/day
- Saves: 3 consecutive saves
Green Haze
This mold tends to begin growing in the folds of the eyelids. Over the course of a day, it spreads to cover the eyelids and begins to cover the eyeball. If left untreated, this mold can cause the character to go permanently blind.
- Transmission: injury
- DC: Fortitude Save 13
- Tracks: physical
- Frequency: 1/day
- Effect: -4 on perception checks until cured. At the impaired state, also become permanently Blinded
- Saves: 2 consecutive saves
Greenscale
This disgusting disease causes patches of skin to harden and crack, weeping greenish pus and covering the body with putrid, scale-like patterns. The disease is most commonly contracted through injury or other blood-to-blood contact with an infected creature, though certain carrion eaters of the jungle (particularly birds) have been known to play host to the disease without themselves suffering from it.
- Transmission: injury
- DC: Fortitude Save 15
- Tracks: physical
- Frequency: 1/week
- Effect: At the impaired state, penalties from the weakened state become permanent until victim receives Heal or Restoration
- Saves: 2 consecutive saves
Malaria (Jungle Fever)
A classic traveler’s nightmare, malaria is transmitted by the bites of mosquitoes and leads to fever, vomiting, shivering, and convulsions, and sometimes even severe brain damage, particularly in children.
- Transmission: injury
- DC: Fortitude Save 18
- Tracks: physical
- Frequency: 1/day
- Saves: 2 consecutive saves
Mindfire
- Transmission: inhaled
- DC: Fortitude Save 12
- Track: mental
- Frequency: 1/day
- Saves: 2 consecutive saves
Mummy rot
- Transmission: injury
- DC: Fortitude Save 16
- Tracks: physical and mental (special)
- Frequency: 1/day
- Effect: No latent/carrier state; victim suffers all penalties from progressing on both the physical and mental disease tracks
- Saves: Remove Curse and Remove Disease within 1 minute of each other
Pulsing Puffs
A character who has taken a wound (or even a small scratch) that remains unhealed for any length of time may soon find small blue-white spores sprouting within it. These spores quickly grow into phosphorescent, domed mounds that pulse along with the bearer’s heartbeat. At first, the only effect of the growths is to prevent natural healing of the wound. However, if left untreated for more than a day, the spores take deeper root and begin to eat away at the host. Due to the fungus’s beauty, some jungle tribes are known to cultivate it on the bound bodies of their prisoners.
- Transmission: injury
- DC: Fortitude Save 16
- Tracks: physical
- Frequency: 1/day
- Saves: 2 consecutive saves
Rabies
- Transmission: injury
- DC: Fortitude Save 14
- Tracks: physical
- Frequency: 1/day
- Saves: Magic only
Rapture Pox
- Transmission: injury
- DC: Fortitude Save 14
- Tracks: mental
- Frequency: 1/day
- Saves: Magic only
Red Ache
- Transmission: injury
- DC: Fortitude Save 15
- Track: physical
- Frequency: 1/day
- Saves: 2 consecutive saves
Red Drip
The first sign that a character has the red drip is an inflammation of the cuticles and hands. If left untreated, the cuticles begin to bleed and the hands swell until the nails blacken and fall off entirely. From there, the hands become a mess of oozing sores, festering and rotting. The infection then spreads up the arms and into the chest, killing the victim. Fortunately, this fungus generally only attacks one hand at a time, making amputation an effective cure.
- Transmission: contact
- DC: Fortitude Save 18
- Track: physical
- Frequency: 1/day
- Saves: 2 consecutive saves or amputation of infected hand
Scarlet Leprosy
- Transmission: injury
- DC: Fortitude Save 20
- Tracks: physical
- Frequency: 1/day
- Effect: At the impaired state, penalties from the weakened state become permanent until victim receives Heal or Restoration.
- Saves: 2 consecutive saves
Shakes
- Transmission: contact
- DC: Fortitude Save 13
- Track: physical
- Frequency: 1/day
- Saves: 2 consecutive saves
Shattermind
Shattermind refers to a group of related infectious mental patterns spread by skin-to-skin contact between infected victims. Most forms of shattermind affect only humanoids and monstrous humanoids. Each form of shattermind spreads a different form of insanity to its victims.
- Transmission: contact
- DC: Will Save 17
- Track: mental
- Frequency: 1/day
- Effect: After each failed save after the first, suffer the effects of a type of insanity. On each successful save, regain sanity for that day. A given variety of shattermind spreads the same form of insanity to all it's victims. The insanity remains after the disease is cured. A Restoration or Heal spell allows for a Will Save (DC equals DC of the disease) to cure it, and a Restoration, Greater, Miracle, or Wish spell cures it automatically.
- Saves: 2 consecutive saves
Sleeping Sickness
This parasitic affliction is spread by flying insects injecting tiny parasites into the victim’s bloodstream and inducing fever, headache, joint pain, swelling of glands in the back and neck, and most notably fatigue. The disease gradually infects the brain, causing confusion, reduced coordination, difficulty keeping track of time, and insomnia. The best cure for this disease is dosing the patient with the poison arsenic; if the patient survives, there’s a cumulative 30% chance that the disease is immediately cured.
- Transmission: contact
- DC: Fortitude Save 14
- Track: mental
- Frequency: 1/day
- Saves: 2 consecutive saves or arsenic (30% cumulative chance per dose)
Slimy Doom
- Transmission: contact
- DC: Fortitude Save 14
- Track: physical
- Frequency: 1/day
- Effect: At the impaired state and beyond, penalties from the weakened state become permanent until the victim receives Heal or Restoration
- Saves: 2 consecutive saves
Tetanus
- Transmission: injury
- DC: Fortitude Save 14
- Track: physical
- Frequency: 1/day
- Effect: Each day, make an additional Fortitude Save. On a failure, stiffened jaw muscles prevent speech for 24 hours.
- Saves: 2 consecutive saves
Tuberculosis
This disease flourishes in unsanitary conditions, places of stale air, and many humanoid cities. Symptoms include chest pain and a productive, prolonged, bloody cough. If left untreated, the disease quickly progresses, leading to high fever, chills, night sweats, appetite loss, pallor, and fatigue.
- Transmission: inhaled
- DC: Fortitude Save 18
- Track: physical
- Frequency: 1/day
- Saves: 2 consecutive saves
Typhoid Fever
- Transmission: inhaled
- DC: Fortitude Save 18
- Track: physical
- Frequency: 1/day
- Saves: 1 save
Zombie Rot
- Transmission: contact
- DC: Fortitude Save 10 + 1/2 the zombie's Hit Dice + the zombie's Charisma modifier.
- Track: physical
- Frequency: 1/day
- Effect: Creatures who die while infected rise as a plague zombie in 2d6 hours
- Saves: 2 consecutive saves
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