I fully admit that I don’t use diseases much at my table, but I wish I did more often. So, to that end, six foul infections that can complicate the already messy adventuring day. (See also Advanced Diseases and Diagnoses at the Blog of Forlorn Encystment for a deep rundown on how AD&D handles these.) These are all magical in some aspect, thus defying the natural order to a degree and also allowing discovery by means of detect magic or its equivalent.
Small note: cure disease isn’t a standard in Whitehack – no magic is – so I will always provide a secondary means of dealing with these, and usually with an implied cost. Coin, time, social capital, you name it. If players are creative in how they’re willing to spend resources to overcome a problem, I like to reward them, so alternatives are welcome, as long as they cost something.
For utility at the table, I give each disease a common structure, a progression which intensifies the effects over time. Some diseases may include silver linings, where a symptom proves beneficial under the right circumstances. Bad doesn’t have to be all bad.
Structure is in stages, from incubation through three different and/or escalating effects. For something as destabilizing to players as a serious disease, hanging it all on a gameable framework helps them manage it. Keeps my notes tidier, too. Other details exist to allow alternate means of dealing with a problem, something outside the brief means outlined.
Look, this one’s long. So, before we launch into it all, a brief summary:
Plaguerot – Xylophagous fungus which weakens the living and strengthens the undead.
Firefever – High fever sometimes resulting in a fiery, explosive demise.
The Soft Wasting – A slower process of turning adventurers into green slime.
Echopox – Infected words and miracle wordings, giving rise to tiny demons.
Moonwilding – Ailment mimicking lycanthropy.
Devil’s Lace – Parasite of magic items, using adventurers to facilitate its spread.
Plaguerot
Primary host: Dead plant matter, commonly large trees or accumulated masses of marshy reeds; rarely the great timbers of a sailing vessel.
Secondary hosts: Mammals, birds; reptiles show resistance (save to avoid).
Source: Fungal mycelium, tiny black fruiting bodies. Nonfatal.
Plaguerot infests an area surrounding its host, within 300′, causing a withering of life and virulence of undeath. Healing falters, the undead grow stronger, and disease runs rampant. Cascading infections may result in large regions of overlapping effects.
Living creatures may serve as asymptomatic carriers, bearing spores across great distances. The fungus cannot grow enough to produce fruiting bodies in the living, but causes weakness and suppresses the immune system. Undead which pass through the area invariably bring spores to anything they touch.
Incubation: 1 month. Innate magical essence permits identification before other signs and symptoms.
First stage: d6 + 1 months. Natural healing occurs at half the expected rate; illnesses have maximum severity and/or duration. Animals will avoid the area.
Second stage: d6 months. As above, and all undead gain +2 to saving throws, plus 1 HP per Hit Die (potentially above the ordinary maximum). Magical healing costs 1 HP above the level set or rolled. The deathly magic begins to attract undead from elsewhere. At this stage, the fungal spores begin to spread.
Third stage: d6 years. As above, and any living creature which dies in the area rises as a zombie 24 hours later. All undead gain 1 HD. Resurrection magic inevitably fails.
Treatment and cure: For living creatures, a day’s rest outside the area clears out any lingering effects. A hot bath with plenty of soap, plus laundering one’s clothing in boiling water can ensure spore destruction. Long-duration freezing may be effective in arctic climes. Removing the fungus requires destruction of the affected plant matter, usually with fire or saturation with toxic chemicals. Regions with entrenched infestations may require constant vigilance to root out each mycelial pocket; the unexpected arrival of undead may indicate the fungus is near.
Additional comments: Use this as your next ghost pirate ship!
Firefever
Primary host: Endothermic animals, primarily mammals; others resistant (double-positive saves).
Secondary hosts: None known.
Source: Virus, potentially fatal.
Beginning as an influenza-like illness, with aches, chills, and a raging fever, firefever continues to accelerate until the victim literally burns up. Early on, symptoms may be managed with a low temperature environment, and in certain extreme cases may be advantageous.
Advanced cases have a high mortality rate, and the collateral damage to nearby persons and property can be severe.
Incubation: d6 – 2 days. No symptoms, not contagious.
First stage: 2d6 – 1 days. Fever, aches, chills; -2 penalty to all task rolls. Gain 1 slot of fatigue. Mildly contagious; anyone in close contact (<30′ for 1 hour, check once per day) must save with a +4 bonus or become infected. Mask or other respiratory protection offers an extra +2 to saving throw.
Extreme cold, such as temperatures below freezing, will double the stage’s duration. The victim suffers no adverse effects from such an environment, even without protection, and gains resistance to cold-based harm.
At the end of this stage, the victim may attempt a saving throw, ending the illness on a success. After a night’s rest, they recover normally.
Second stage: 2d6 – 1 days. As above, with task roll penalty at -4 and a second slot of fatigue. Water needs double. Fever becomes extreme, hot enough to feel painful to the touch for others. Fully contagious, with no bonus to saving throws.
Effects of extreme cold and resistance to such harm continue. No natural saving throw to curtail the illness at this point.
Third stage: d6 days. Fever races, with victim hot enough that water sizzles on their skin. Delirious and incapacitated, able to walk or crawl only fitfully. No longer contagious.
On the final day, the fever spikes out of control. Over the course of an hour, they go from hot to glowing a dull orange, before erupting in a roar of flame. The victim is incinerated, and anyone and anything within 5′ takes d6* damage from the fire. Flammable materials ignite.
Treatment and cure: Treatment by a trained healer for at least 48 hours during the first stage grants a +4 bonus to the saving throw. Treatment during the second stage permits another saving throw, albeit without a bonus to the roll.
Expertly applied medicines offer an additional bonus, provided they include rare ingredients from cold-themed monsters or places; fresher is superior. For example, the heart of a yeti (HD 4) would offer +4 to the saving throw if freshly procured, but only +2 if acquired as dried yeti jerky in the markets. Hotspots of firefever may have reliable medicines for sale, though beware snake oil and exorbitant prices.
Additional comments: As with many diseases, if rodents can be common carriers, the disease can be widespread. Beware the unkind omens of combusted mice.
The Soft Wasting
Primary host: Animals with cardiovascular systems.
Secondary hosts: Subterranean fungi, deliquescent varieties.
Source: Bacteria, potentially fatal.
A disease of the blood, the soft wasting slowly breaks down a victim’s internal structure into green slime. Clumsiness and a brief period of extreme flexibility precede the eventual dissolution into a corrosive hazard. Considered challenging to treat, with a high mortality rate, though contagion can be contained more readily than most diseases.
Most infections begin through contact with blood from a victim, or by consumption of dungeon mushrooms carrying the bacteria.
Incubation: d6 – 3 days. No symptoms, not contagious.
First stage: d6 + 1 days. Victim becomes clumsy, with a body which responds sloppily to conscious intent. Suffer -4 penalty to Dexterity task rolls and -2 to attack rolls and saving throws. Sensing vibrations becomes natural, and they can pinpoint signals as minor as a footfall up to 30′ away through a solid material.
Contagious through contact with infected blood. Attempts to bandage wounds after combat, for example, require a saving throw to avoid infection.
At the end of this stage, the victim may attempt a saving throw, ending the illness on a success. After a night’s rest, they recover normally.
Second stage: 2d6 + 2 days. As above, with bones and other rigid body parts becoming soft and pliable. The victim can squeeze through narrow spaces, as thin as three inches, though their equipment may constrain. They also become vulnerable to fire and extreme cold, taking full damage from any source of harm. Still contagious.
At the end of this stage, the victim may attempt a saving throw, ending the illness on a success. Their strange state persists as an injury (Dexterity, if a Group slot is open), but they may be restored to health in a week’s time under the supervision of a trained healer.
Third stage: d6 – 2 days. Over the remaining course of the illness, the victim decays into green slime, beginning at the extremities and inexorably moving toward the heart and head. Movement and manual actions become all but impossible rapidly, and the victim develops an intense fear of fire. No longer contagious, though contact with green slime is corrosive and dangerous.
Treatment and cure: Treatments typically involve cleansing the blood, a combination of drawing some with leeches or bloodletting, then restoring with transfusions of fresh blood. The process is long, and requires multiple volunteers to donate blood, but stays the disease while it happens.
Master herbalists have had success with preparations intended to counter snake venom, though success is not guaranteed. Allow an additional saving throw, with a bonus of +2 to +6, depending on the rarity and expense of the antivenin used. If it fails, a second attempt will not succeed.
Additional comments: You can’t scrape it off, but this is still a kinder way to be converted into green slime, with time to consider options for seeking cures and/or having one’s will notarized. Shrug it at the end of the second stage, and you can choose to spend the rest of your adventuring days as living rubber!
Echopox
Primary host: Creatures with language.
Secondary hosts: Recorded, audible language, such as a magic mouth.
Source: Vox-virus, a virus-like fragment of magic. Nonfatal.
Echopox infects words and memories, using living hosts to multiply and spread. Infected words carry the vox-virus and can infect others who hear and understand them. While infected, victims struggle with speech, burst into echolalia, and have difficulty writing. Those with miraculous abilities, the Wise, find their wordings charged and threatening to twist out of control.
Anyone who has been infected before gains a +2 bonus to the saving throws to avoid reinfection, with each subsequent infection accumulating greater resistance.
Incubation: d6 – 1 hours. A victim develops small, red dots in patches across their skin, which persist for the duration of the illness. Not contagious.
First stage: 2d6 days. A victim loses three words, chosen at random, from their vocabulary. They cannot intentionally speak or write them, yet immediately repeat them out loud as they hear another speak them. (Suggestion: choose one word from their inventory, one applicable to their vocation, and one ordinary verb.) Each person who hears and understands a repeated word may be infected; make a saving throw, up to once per day.
Second stage: 3d6 days. As above, and the victim loses an additional three words from their vocabulary. (Suggestion: choose one word from a nearby object, one applicable to an ally’s vocation, and one color.) Wise characters instead select one wording from each Slot, and can cast them normally; each casting is contagious as the infected words. These infected wordings each have a 1-in-6 chance of costing 0 HP, instead marking the caster with 1 point of Corruption.
Third stage: d6 + 1 days. The victim can now only speak and write their infected words and miracle wordings. Infected wording costs are one level cheaper. On the final day, they cannot speak at all – save for the Wise, whose infected miracles still function – until the illness suddenly breaks. The victim takes d6 points of Corruption, and a number of kritches equal to (6 – Corruption gained) bubble into being, and may be zero. Kritches released, the victim returns to normal.
Treatment and cure: None known. Healers aware of echopox may isolate the victims where the words cannot be heard, plugging their ears with beeswax to provide food and water until the disease has run its course. Many of them have suffered it before, and their resistance helps limit further spread.
Additional comments: Kritches may be of any appropriate sort, but a suggestion for a language-based kritch follows:
Kritch, language Babbling fool: A creature within 30′ loses all understanding of language, babbling nonsense for 1 hour. One affected cannot cast miracles. Save to avoid. (1 HP) Wandering wordings: Kritch fractures into millions of tiny fragments, leaving a void of understanding in up to 15′ cube. For 1 hour, no Wise character may perform a miracle there, as the wordings slip from their mind.
Moonwilding
Primary host: Humanoid mammals.
Secondary hosts: Humanoids, non-mammalian: resistant (double-positive saves).
Source: Bacteria, nonfatal, except with complications from shock.
After nightfall, the light of the Moon stirs hallucinations in the minds of the infected. Victims believe themselves beastlike and hunted, and may lash out in violence, flee to the shadows, or otherwise act erratically. This is but one source of the tales of werewolves. Infections typically occur via a bite from an infected victim, but any infected saliva can spread the disease. Those exposed make a saving throw to avoid.
Incubation: Until the next full Moon. No symptoms, not contagious.
First stage: d6 lunar cycles. At night, upon seeing the full Moon, a victim must save or be overcome with hallucinations of transformation into a werewolf or similar beast. While overcome, the victim loses the ability to tell friend from foe, inciting a fight-or-flight response. In this state, they gain +2 Strength, +2 to attack and damage rolls (unarmed only), take half of any damage inflicted, and cannot take a defensive stance. When the Sun rises, the hallucinations cease; if the victim has lost any HP while hallucinating, they lose an additional d6 HP to shock.
Second stage: 2d6 lunar cycles. As above, with saving throws against the hallucinations made a -2 penalty. Strength, attack, and damage bonuses increase to +3.
Third stage: Until cured. As above, with saving throws against the hallucinations made a -4 penalty. Strength, attack, and damage bonuses increase to +4. Loss of HP to shock increases to d6*.
Treatment and cure: A victim fights off the infection with three consecutive, successful saving throws against the effect. Trained healers can prepare various medicines to ward against the transformation, granting a bonus of +2 to +6 to the saving throw, depending on the rarity and expense of the ingredients required.
Note that victims who avoid gazing upon the Moon do not trigger a saving throw, and may not realize their infection persists, nor that they can unwittingly spread it.
Additional comments: True werewolf hunters recognize the hallmarks of madness caused by Moonwilding, and those of suitable temperament may be inclined to offer aid.
Devil’s Lace
Primary host: Magic items.
Secondary hosts: Creatures with magical abilities.
Source: Parasite, insubstantial, of demonic origin. Often nonfatal.
Devil’s Lace forms a bond between a magic item and its bearer, bearing both boon and curse. The bond leaves telltale marks, a set of faint, silver Lichtenberg figures etched along the bearer’s limbs, until the disease is cured. The ultimate effects are unpredictable, though the parasite’s goal of duplicating itself onto another magic item tends to keep the infected victim alive. An infection takes hold of a victim when the magic item is first used, with no option to save.
Nothing is conventional about Devil’s Lace: not contagious, not fatal, incurable through nonmagical methods.
Incubation: d6 + 1 days. No symptoms, not contagious.
First stage: 3d6 days. Victim gains one boon and one curse, randomly determined. The boon remains in effect while the infected item is held or worn; the curse is always in effect.
| d6 Roll | Boon |
|---|---|
| 1 | When regaining HP, gain 1 additional HP. |
| 2 | See shapes and outlines even in darkness, up to 30′, without fine detail. No penalties for combat in darkness, but impossible to read text without light. |
| 3 | Gain an innate sense of cardinal directions, no matter the location. |
| 4 | Perceive the nature of – or lack of – a serious, nearby danger once per day. Applies to traps, ambushes, structural damage, etc., as long as the inquiry is clear. |
| 5 | At the end of a day without sustenance, make a saving throw to press on without fatigue. Players may not attempt the roll and then choose to consume rations. |
| 6 | When an ally fails to identify a magic item, make a saving throw to turn the effort into a success. Once per day, and does not bar the PC from making their own attempt. |
| d6 Roll | Curse |
|---|---|
| 1 | Reduce a random ability score by 2. |
| 2 | Burning thirst doubles daily water needs. |
| 3 | Add an injury to a random Group slot. |
| 4 | Always go last in initiative order. |
| 5 | Movement reduced by 5′. |
| 6 | When a task roll fumbles, suffer 1 HP of harm. |
Second stage: 3d6 +1 days. As above, and the victim gains an additional curse, always in effect.
| d6 Roll | Curse |
|---|---|
| 1 | Compelled to close into melee in combat; must save to attack at range or to retreat. |
| 2 | Daylight hurts the eyes; -2 to task rolls in daylight. |
| 3 | Fear of the dark; must always hold a light source in dark places or suffer -4 to task rolls. |
| 4 | Fear of fire; -2 to task rolls when within 15′ of flame. |
| 5 | Burden of violence; all weapons in possession occupy twice the usual slots. |
| 6 | Unceasing greed; take all treasure of value, even meager coins or obviously trapped objects, with an optional save to resist the urge. Insist upon carrying the finest items, even to the point of being encumbered. |
Third stage: 3d6 + 2 days. As above, and the victim gains a compulsion, always in effect. The parasite grants the victim a brief vision to guide them toward their goal.
| d6 Roll | Compulsion |
|---|---|
| 1 | An amulet of carved bloodstone, deep green with red flecks, in the shape of a laughing skull. It rests atop the black-stained altar deep within the shrine to The Evil One Which Sobs, now half-buried in the Gray Mire. With it in hand, drip three warm drops of your own blood into the skull’s maw. |
| 2 | A heater shield, edged in steel, decorated with the Red Eye on a white field. Lain atop the body of the last King of the Redriders, entombed within the great royal barrow, now watched over by the ever-vigilant spirits of his warriors who fell before the Orcish hordes. Grace the hero’s eternal slumber with the golden lilies which grow atop the barrow, still damp with morning dew. |
| 3 | A wand of smooth, polished ironwood, handle wrapped in braids of red leather, tipped with a fragment of raw starmetal. Cherished and held close by the usurper prince, whose magic comes from demonic pacts, in his tower redoubt in the northern hills. Hold it high, beneath the open sky, as the prince watches on. |
| 4 | A blade of bronze, heavy and curved, set in a handle decorated with wings of ivory. Gracing the chamber of the Oracle of Silverweb, no human eyes have gazed upon it since the greatmother of the spiders claimed it from her victims. Holding it in both hands, meditate among the Oracle’s dream-vapors to awaken its powers once more. |
| 5 | A golden ring, simple and precious, whose inscribed name is revealed only in flame. Lost in the caverns beneath Blackspire Peak, where the River of Pale Fish tumbles into the unnamed lake where dark things swim. Fetch this gleaming ring and bear it to the fresh air, that the Sun might shine upon it once more. |
| 6 | A gnarled oaken staff, its knotted head draped with silver thread and the feathers of ravens, worn smooth from many years and many hands. Still grasped in the dead hands of the Wolf Druid, who sits in meditative repose forever, undisturbed in the quiet glade of the Walking Wood. Take it, plant its base in the fresh earth at sunset, and watch over until the dawn breaks. |
If the victim can fulfill their compulsion’s goal in time, the compulsion fades, along with one curse of their choosing. The other curse and boon remain as before. The magic item becomes as a typical cursed item.
If they cannot fulfill their compulsive need before the end of the third stage, they become driven by an urge to gift the infected item to another individual whom they honestly believe can complete the task. For each day they fail to do so, at sundown, the victim gains 1 point of Corruption. If they succeed, they are cured, as below.
Treatment and cure: Aside from using magic, there are several known remedies:
- Destroy the infected item. The disease’s bond compels the bearer to avoid this at all costs. Think of it as your friends staging an intervention to get you clean.
- Beg the aid of a demon. Doing so will forfeit the item to the demon and leave the victim with d6 points of Corruption, along with any additional costs negotiated in the bargain. It will be expensive.
- Wait it out. Hope that when the third stage compulsion arrives, the infected item may be passed on to another.
Once cured, the victim’s boon and compulsion immediately vanish. The remaining curses linger for another 3d6 + 3 days.
Additional comments: Resolution of a Devil’s Lace infection requires advance planning. Replace the compulsion with an existing aspect of your campaign when possible. PCs may elect to take the newly-infected item and bear yet another cursed disease, but that’s on them.
















