DISEASE RULESET


Disease Ruleset

How Diseases Are Contracted

Diseases may be contracted when characters are exposed to dangerous conditions such as:

Bites & Scratches: From infected beasts, vermin, undead, or fiends.

Contaminated Food or Water: Drinking tainted water, spoiled food, or blood.

Environmental Exposure: Wading through swamps, sewage, plague pits, or cursed ruins.

Contact with the Dead: Handling corpses, rotting matter, or blood-soaked remains.

Magical Contamination: Ley-tainted areas, eldritch growths, or cursed relics.

Whenever a player is exposed, the DM may call for a Disease Roll.


Disease Roll

Roll a d20.

On a 1–5 → Disease check triggers.

On a 6–20 → No disease (unless DM overrides for high-risk situations).

If a disease check triggers:

DM chooses a fitting disease, or

Rolls on the appropriate table (Lesser, Moderate, Major, Deadly, Lifelong).


Disease Levels

Each level represents severity, duration, and difficulty to treat.
When rolling, match the situation’s danger to the disease level:

Lesser – Minor illnesses, easy recovery.

Moderate – Serious sickness, requires treatment.

Major – Disabling, long-lasting, can kill if untreated.

Deadly – High fatality, magical or virulent.

Lifelong – Permanent afflictions, curses, or degenerative plagues.


Disease Tables

Curing Diseases

Lesser: Natural rest, herbs, clean food/water (1d4 days).

Moderate: Requires medicine or healing magic.

Major: Demands powerful cleric aid, rare herbs, or ritual cleansing.

Deadly: Requires rare relics, holy sites, or ley-aligned cures.

Lifelong: Cannot be cured; may only be managed or slowed.



Lesser Diseases

RollNameEffectDurationContagionCure
1Mild FeverDisadvantage on CON checks1d4 daysClose contactRest, water, herbs
2Skin Rash-1 AC1d6 daysContact with infectedHerbal wash
3Food Poisoning-1 STR, -1 DEX1d4 daysTainted food/waterCharcoal, medicine
4Coughing Illness-2 Stealth checks1d6 daysAirborneRest, warmth
5Ear InfectionDisadvantage on Perception (hearing)1d6 daysWater, hygienePoultice
6Eye IrritationDisadvantage on ranged attacks1d4 daysSwamp waterClean rinse
7Head Cold-1 to all rolls1d4 daysAirborneRest
8Minor Worms-1 CON1d6 daysRaw meatBitter root
9Heat RashDisadvantage on STR checks1d4 daysHeat exposureCooling rest
10Minor NauseaDisadvantage on DEX saves1d4 daysTainted foodFluids
11Athlete’s Itch-2 movement1d6 daysMoistureOintment
12Indigestion-1 WIS1d4 daysBad foodLight food
13Sun Blisters-2 CHA checks1d4 daysSun exposureBalm
14Cold SoresDisadvantage on Persuasion checks1d6 daysContactSalve
15Sleep AilmentDisadvantage on Initiative1d6 nightsBad environmentHerbal tea
16Stomachache-1 STR, -1 CON1d4 daysPoor foodRest
17Sore ThroatDisadvantage on verbal casting1d6 daysAirborneHoney
18Chills-1 DEX, -1 WIS1d6 daysCold exposureWarmth
19Fatigue Sickness-2 movement, exhaustion risk1d6 daysOverworkFood, sleep
20Bug Rash-2 CHA with NPCs1d4 daysBiting insectsPoultice

Moderate Diseases

RollNameEffectDurationContagionCure
1Swamp Rot-2 STR, -2 CONUntil curedSwamp waterCleric blessing
2Blood FeverLose 1 HP per day1d6+3 daysBlood contactMedicine, healing
3Gut Parasite-3 STR, -3 DEX2d6 daysBad meatPurge potion
4Lung RotDisadvantage on CON saves2d6 weeksAirborneStrong medicine
5Festering WoundHeals half as fast, risk of Major diseaseUntil curedDirty woundsCleaning
6Contagious Flu-2 to all stats1d6+3 daysAirborneQuarantine
7Marsh Fever-3 CON, high exhaustion risk2d6 daysSwampsHerbal cure
8Spider Fever-2 DEX, paralysis risk (1/6 chance)1d6 daysSpider biteAntidote
9Boil DiseasePainful boils, -2 CHA, -1 CON1d6 daysContactPoultice
10Miner’s Cough-2 CON, -1 STR2d6 daysDust/minesClean air
11Bloody FluxLose 1d2 HP daily, dehydration risk1d6 daysTainted waterStrong herbs
12Rat Fever-2 DEX, -2 WIS2d6 daysRats, bitesPriest cure
13Mold FeverDisadvantage on all rolls indoors1d6 daysMoldy areasHerbs
14Bitter CoughDisadvantage on CHA & STR1d6+3 daysAirborneTonics
15Cold Rot-2 DEX, -2 CON2d6 daysFrostbite woundsWarmth, medicine
16Tremor SicknessHands shake, -2 to attack rolls1d6 daysMagical residueCleric aid
17Irritable Gut-2 STR, -2 CON, exhaustion risk1d6 daysPoor foodRest, herbs
18Green PoxGreen welts, -2 CHA, spreads easily1d6 daysContactPoultice, priest
19Night FeverDisadvantage on saves at night1d6+2 daysAirborneTonics
20Shaking Ague-3 STR, -3 DEX, exhaustion1d6+3 daysSwamp insectsPriest blessing

Major Diseases

RollNameEffectDurationContagionCure
1Brain FeverDisadvantage on INT/WIS rolls, hallucinate1d6 weeksInsects, cursed zonesRitual
2Black CoughLose 1d4 HP daily, spreads fast2d6 weeksAirborneStrong cleric aid
3Swamp Fever-4 STR, -4 CONUntil curedSwamp mistsRare flower
4Necrotic PlagueWounds won’t heal, 1 HP lost per combatUntil curedCorpse contactHoly rite
5Ley Sickness-2 saves vs spells, mutations possibleUntil curedLey exposureMage + cleric
6Blood RotNo magical healing worksUntil curedBlood relicsHoly water
7Crimson AgueLose 1 CON per 3 daysUntil curedRats, fleasRitual
8Crystal Cough-3 CON, coughing shards (damages throat)1d6 weeksMagical dustMage ritual
9Pus Fever-3 STR, -2 CONUntil curedContactPriest aid
10Ash PlagueLose 1d6 HP/day, skin greysUntil curedCursed airHoly relic
11Wasting Pox-2 all stats per weekUntil curedContactSacred pyre
12Red Mist FeverRage bouts, disadvantage WIS/INT1d6 weeksMagical fogRare herbs
13Blind PoxGradual blindnessUntil curedClose contactHoly aid
14Yellow CoughCough blood, lose 1d2 HP/day1d6 weeksAirborneCleric
15Spore Fever-3 CON, lose 1 HP/hr in spore-filled areasUntil curedFungusRare herb
16Serpent FeverDisadvantage DEX, hallucinations2d6 daysVenomous bitesAntidote
17Vein RotDark veins, -2 STR, -2 CONUntil curedBlood contactRitual cleansing
18Hollow CoughDisadvantage CHA/CON, echoing cough1d6 weeksMines, cavesHerbs
19Plague BlistersPainful sores, -2 DEX, -2 CHAUntil curedContactPriest
20Withering Fever-1 STR/DEX per dayUntil curedMagical exposureDivine healing

Deadly Diseases

RollNameEffectDurationContagionCure
1Bone RotLose 1 CON/day until cured or deadUntil curedCorpse contactRelic
2Plague Fever50% fatal untreated2d10 daysRats, townsQuarantine
3Pox of the Ley-4 to all rollsUntil curedLey exposureArchmage
4ConsumptionPermanent -2 STR/CONLifelongAirborneLong rest
5Bleeding FeverLose 1d6 HP/hour, contagious1d6 daysBloodRare extract
6Death RotDie in 1d10 days, rise undead1d10 daysUndead, corpsesSacred pyre
7Crimson Rot-5 CON, lose 1 HP/minute untreated2d6 daysBloodRelic
8Black Vein FeverVeins burst, lose 1d4 STR/dayUntil curedBloodRitual
9Spine RotParalysis after 1 weekUntil curedContactRelic
10Mage’s Plague-2 INT, -2 WIS, lose spellsUntil curedLey zonesArchmage
11White PlaguePale skin, lose 1d6 HP/day2d6 daysAirborneHoly relic
12Bloody CoughLose 1d4 HP/day, spreads in towns1d6+3 daysAirborneQuarantine
13Frost PlagueFreeze to death in 1d10 days1d10 daysCold contactWarmth, relic
14Necro FeverTurn undead after deathPermanentNecrotic auraPriest
15Vile Flux-4 STR, -4 CON, vomit blood2d6 daysFood/waterPriest
16Carrion RotFlesh rots alive, lose 1d6 HP/dayUntil curedCarrion contactRelic
17Cursed PlagueDisadvantage all rolls, spreads magicallyUntil curedCurse zonesHigh priest
18Ash RotCough ashes, -2 CON/day1d6 daysAirborne, cursedHoly pyre
19Blistering DeathSkin peels, -5 CHA, -3 CON2d6 daysContactRelic aid
20The Red DeathDie in 1d4 days unless cured1d4 daysBlood, cursed relicsOnly divine

Lifelong Afflictions

RollNameEffectDurationContagionCure
1Cursed BloodlineDescendants inherit weaknessPermanentRelics, ritualsNone
2Eldritch ParasiteMutations worsen over yearsPermanentLey zonesSlowed only
3Blindness PlagueGradual, permanent blindnessPermanentMist, cursed airIrreversible
4Bone Decay-1 STR per month until crippledPermanentBloodline curseNone
5MindrotMemory and willpower lossPermanentCursed knowledgeNone
6Hollow HeartCannot feel joy, CHA -4 permanentlyPermanentNecrotic curseNone
7The Withering-1 CON per weekPermanentCurse, relicsNone
8Iron RotMetal corrodes on touchPermanentCursed bloodNone
9Stone LungSuffers petrification over yearsPermanentDust, curseSlowed
10Leech VeinsBlood sapped slowly, -1 HP/day foreverPermanentEldritch parasiteNone
11Ash SkinSkin greys, -2 CHA permanentPermanentAsh exposureNone
12Soul HungerMust consume rare herbs monthlyPermanentCurseOnly managed
13Hollow Mind-1 INT each yearPermanentCursed relicsNone
14Black VeinsVeins blacken, weakness growsPermanentCursed bloodNone
15Wasting BonesBody shrinks, lose 1 STR/CON yearlyPermanentCurseNone
16Eldritch TumorsMutations, growthsPermanentLey energyNone
17Burning LungsBreath shortens, -2 CON permanentPermanentCurse airNone
18Dead SightSees spirits, -2 WIS permanentPermanentNecrotic curseNone
19Blood Oath PoxLinked to cursed pact, CHA/INT -2 foreverPermanentRitual, pactNone
20Hollow WombCannot produce heirsPermanentCursed exposureNone


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