Writing
Paul Elkmann / Geoffrey O’Dale
                                   Layout
                                  Eric Elkmann
                                        Art
                                 Clarissa Filice
                                 Eric Elkmann
                             Produced by
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This product provides details on the many diseases and conditions which an
adventurer may be exposed to in Inferno: Journey through Malebolge.
They can also be encountered in any other setting, and used by Game Masters
instead of generic diseases.
A person who is exposed to a disease is generally unaware of the disease un-
less a detect disease prayer has been invoked. Some creatures or monsters carry
diseases, for example rabid dogs and skunks carry rabies, Vampires carry vam-
piricism, and Lycanthropes carry lycanthropism – an Adventurer recognizes
a disease-carrying creature on 1d20 rolls GTET [18-Level]. Unless otherwise
specified, a person exposed to a disease resists the disease (it does not become
active) on 1d20 rolls GTET [30-Stamina], checked after every 5 minutes of
exposure; apply a +2 roll modifier for every case of the same disease a person
has had in the previous 24 months. A Priest, Crusader, or Physician-trained
person may attempt to diagnose a disease before it becomes active, requir-
ing a 3 minute examination. A Priest succeeds in their diagnosis on 1d20 rolls
GTET [34-Wisdom-Level], a Crusader on rolls GTET [36-Wisdom-Level],
and a Physician on 1d20 rolls GTET [26-Wisdom-Skill Level].
A person infected by a disease is cured by consuming a cure disease potion cre-
ated by a Mage or Priest, by consuming a disease antidote created by an Al-
chemist, or by a cure disease prayer performed by a Priest or Crusader. After
a disease becomes active, it is cured by consuming two cure disease potions,
or two disease antidotes, or by a cure disease prayer performed by a Priest
or Crusader. Being treated by a Physician gives a +2 bonus to rolls to survive
disease.
While a person has an active disease apply a -4 to hit penalty, reduce their
movement rate by -15 FT/round, and apply a -5 roll penalty when attempting
any physical skill. Temporarily reduce the effective Intelligence and Wisdom
statistics of a person affected by an active fever each by -3 points, reduce their
effective Will statistic by -5, and apply a -5 roll penalty when attempting any
mental-based skill or activity. A spell or prayer performed by a person with an
active fever fails unless making a 1d20 roll GTET [32-Will].
Some of the plants found in Malebolge are useful in the treating or curing of
diseases, while other varieties are highly poisonous.
Some common medicinal herbs include:
Aconite 		         Belladonna		        Bitter Kola      Bloodroot
Blue Waxberry      Bugbane 		          Cat’s Tail 		    Devil’s Claw
Devilweed          Eastern Hemlock     Foxglove 		      Grave Plant
Hellbore 		        Hell Wort 		        Horseweed 		     Hound’s Tongue
Liverwort 		       Lucifer’s Lettuce   Mad Dog Skullcap        Madweed
Maw Seed		         Moonseed 		         Musk Mallow      Poison Hemlock
Pokeberry 		       Prickly Ash 		      Priest’s Leaf 		        Sikweed
Skunk Cabbage      Sodom Apple         Snakeroot 		     Sour Dock
Sourwood 		        Unicorn Root        Witch Hazel		    Wormseed
Yellowroot.
Some of the deadly plants include:
Bitter Cherry      Black Locust        Cowbane 		         Creeping Charlie
Devil’s Trumpet    Dogsbane 		         Horse Nettle       Mandrake
Monk’s Hood        Red Clover 		       Tree Tobacco       White Snakeroot
Wolfsbane
An Adventurer is successful in finding a medicinal plant on 1d100 rolls GTET
78, checked every ten minutes; apply a +15 modifier for Woodsmen and
Witches, a +10 modifier for Elves or in swamp environments, a +8 modifier
for trained Herbalists or in forest environments, a +5 modifier for trained Gar-
deners, and a +3 modifier for Priests; apply a -15 roll modifier when search-
ing in ice environments, -10 modifier in snowy environments, and -8 in rocky
or stony environments. When any medicinal plants are found, the particular
plant of interest is found on 1d20 rolls GTET 12. When a search does not
result in finding medicinal plants, the searcher finds a poisonous plant resem-
bling a medicinal plant on 1d20 rolls of 19 or 20 (e.g. believes they have a
medicinal plant when they actually have a poisonous one). Each search yields
1d12/16 pounds of plant.
A medicinal draught or poultice requires at least a half pound of plants. Pre-
paring a draught or poultice requires simmering the plants in clean water for
at least 15 minutes, with an effective concoction on 1d20 rolls GTET 5. The
following diseases are treated by concoctions of the listed herbs:
Amrenain Boils - Devil’s Claw, Grave Plant, Wormseed
Bubonic Plague - Bitter Kola, Lucifer’s Lettuce, Sodom Apple
Cholera - Belladonna, Sourwood
Coctys Wasting - Bloodroot, Madweed, Unicorn Root, Witch Hazel
Fetid Breath - Bugbane, Devilweed, Pokeberry
Helgan Rash - Aconite, Blue Waxberry, Hound’s Tongue
Leprosy - Bloodroot, Devil’s Claw, Grave Plant, Sourwood
Magiophage - Bitter Kola, Devilweed, Priest’s Leaf, Snakeroot
Pneumonia - Aconite, Cat’s Tail, Maw Seed, Musk Mallow
River Blindness - Eastern Hemlock, Foxglove, Sikweed, Yellowroot
Scarlet Fever - Bloodroot, Liverwort, Mad Dog Skullcap
Tuberculosis - Devil’s Claw, Priest’s Leaf, Snakeroot
Whooping Cough - Hellbore, Horseweed, Liverwort
Yellow Fever - Bugbane, Hell Wort, Witch Hazel
When a GM requires a random disease, pick from the following table using
1d6 and 1d12:
              1d6 = 1, 2		      1d6 = 3, 4		        1d6 = 5, 6
      1       Amrenain Boils    Helgan Rash		       River Blindness
      2       Anthrax		         Hepatitis		         Scarlet Fever
      3       Botulism		        Jaundice		          Scurvy
      4       Bubonic Plague    Liver Disease		     Sleeping Sickness
      5       Cholera		         Leprosy		           Smallpox
      6       Coctys Wasting    Lyme Disease		      Tapeworms
      7       Dengue Fever		    Magiophage		        Tetanus
      8       Diphtheria		      Malaria		           Tuberculosis
      9       Dysentery		       Meningitis		        Typhoid Fever
      10      Elephantitus		    Mumps		             Vampiricism
      11      Fetid Breath		    Pneumonia		         Whooping Cough
      12      Filiarisis		      Polio			            Yellow Fever
           The diseases and conditions include the following:
 Amrenian Boils, Incubation Period: 5d100*½ hour after exposure; Active
 Disease: [1d12*2]+36 hours; Contagious: initial 18 hours, save 1d20 rolls
 GTET 14, range 8 FT; Symptoms: Victim erupts with large purple and yel-
 low boils all over their skin, especially on the hands, face, and back, accom-
 panied by leaking pus, water retention, general swelling, and skin pain; re-
 duce the affected person’s Agility statistic 1d3 points and reduce their Beauty
 statistic 1d6+2 points; once infected the victim has 1d10 outbreaks spaced
 1d100 days apart; Fatality: 1d100 roll of 100 (infected boil). Initial save on
 1d20 roll GTET Stamina.
 Anemia, Incubation Period: 1d100*¼ hour after exposure; Active Dis-
 ease: 4d20*½ hour; Not Contagious; Symptoms: Victim is tired and cannot
 achieve a fully rested condition, skin, lips and fingertips are pale; reduce the
 affected person’s Stamina and Strength statistics each by 1d4 points; the af-
 fected person suffers continuous hp1 damage every ¾ hours; Fatality: 1d100
 roll of 100.
Anthrax, Incubation Period: [1d12/6]+2½ hours after exposure; Active
Disease: [1d20*2]+30 hours; Contagious: direct skin contact (save 1d20
roll GTET [32-Stamina, touch required]; Symptoms: initial stages are like
a common cold (stuffed and running nose, red eyes, occasional cough) pro-
gressing to muscle pain, severe shortness of breath and shock; after initial
stage (10 hours) reduce Stamina by 8 points and Strength by 4 points; Fatal-
ity: between 12 and 24 hours (save 1d20 roll GTET [28-Stamina], checked
every 20 minutes). When airborne spores are breathed unless making a 1d20
roll GTET [30-Stamina], checked every 3 rounds.
Botulism, Incubation Period: 1d100*1d12 rounds after exposure; Active
Disease: 6d10+15 hours; Contagious: direct contact with body fluids (save
1d20 roll GTET [26-Stamina], range: touch); Symptoms: initial stage (1d10
hours) drooping eyelids, slurred speech, difficulty swallowing, dry mouth,
middle stage (3d10+15 hours) double vision, muscle weakness, constipation,
end stage (2d10 hours) paralysis and respiratory failure; during the initial
stage reduce the affected person’s Beauty by 4 points, during the middle
stage also reduce Strength by 5 points, and apply an additional -3 melee and
ranged combat modifier; in the end stage reduce Stamina by 10 points and
Strength by an additional 3 points; save versus paralysis 1d20 roll GTET
[35-Stamina], checked every 15 minutes); Fatality: after 90 minutes of paral-
ysis, affected person dies unless making save 1d20 roll GTET [32-Stamina],
checked every hour. The initial infection is resisted on 1d20 rolls GTET
[30-Stamina].
Bubonic Plague (Black Death), Incubation Period: [2d12/8]+2 hours after
exposure; Active Disease: 4d12+8 hours; Contagious: exposed to airborne
pathogens, range 25 FT; Symptoms: swollen lymph glands, chills, moderate
to high fever, muscle pain, end stage has severe pale grey skin, headaches,
seizures; Fatality: dies after 1d4+10 hours active disease (save 1d20 roll
GTET [37-Stamina], checked every hour. The initial infection is resisted on
save 1d20 roll GTET [30-Stamina] for airborne, GTET [37-Stamina] for
animal/insect bite.
Cholera, Incubation Period: 3d12+16 hours after exposure; Active Disease:
4d12+30 hours; Contagious: contact with body fluids (save 1d20 roll GTET
[33-Stamina], range 20 FT); Symptoms: profuse watery diarrhea, vomit-
ing, leg cramps, and rapid loss of body, followed by severe dehydration and
shock; reduce an affected person’s Stamina and Strength statistics by 4 points,
and Beauty by 6 points; after shock occurs they enter a coma unless making
1d20 roll GTET [30-Stamina], every 30 minutes; the affected person suffers
hp1 damage every hour; Fatality: dies after 12 hours (save 1d20 roll GTET
[28-Stamina], checked every 15 minutes. The initial infection is resisted on
1d20 roll GTET [30-Stamina].
Concussion, Incubation Period: Immediate; Active Disease: 3d100/4 hours;
Not Contagious; Symptoms: 1d8 head damage, dazed, sees spots in front their
eyes, loss of motor skills and coordination, slurred speech, ringing in ears,
wants to sleep; an affected person is incapacitated 1d20 minutes; an affected
person receives an additional 1d8 damage with a -6 melee/ranged penalty
and -3 damage penalty if attempting any strenuous physical activity for 3d100
minutes after the injury; reduce an affected person’s effective Agility statistic
1d6 points, apply a -6 roll modifier to any mental skill, and apply a -8 save
penalty against mental attacks; Fatality: save 1d20 roll GTET [24-Stamina],
checked every 20 minutes (after 6 successful checks there is no further fatality
chance). Mages affected by a concussion have spell failures (1d100 rolls GTET
30) or misfires (with unexpected effects; rolls 20-29) for 3d20+24 hours. The
initial injury is resisted on 1d20 roll GTET [34-Stamina].
Coctys Wasting, Incubation Period: [1d20*25]+10 hours after exposure;
Active Disease: [2d20*10]+250 hours; Contagious: airborne pathogen (save
1d20 roll GTET [33-Stamina], range 25 FT); Symptoms: initial low fever
develops into a high fever, irritability, confusion leading to insanity, pale skin
leading to a red-purple rash, vomiting; every 12 hours of active disease reduce
Stamina and Strength statistics each 1 point; the affected person suffers hp1
every 8 hours of active disease and after the active disease is finished recovers
hp1 and one statistic point on 1d20 rolls GTET [26-Stamina] checked every
(points not regained after 3 consecutive failed attempts are permanently lost);
Fatality: dies after 300 hours unless making a 1d20 roll GTET [28-adjusted
Stamina], checked every 12 hours. The initial infection is resisted save 1d20
roll GTET [31-Stamina]. Confused or insane persons are unable to cast spells,
perform prayers, or apply mental skills.
Dehydration, Incubation Period: [Stamina/3]+1 hours after exposed to hot/
dry conditions; Active Disease: Until body temperature is lowered and liquids
are administered; Not Contagious; Symptoms: profuse sweating, dry mouth,
chapped lips, tired feeling, very mild fever; for mild dehydration reduce the af-
fected character’s Stamina statistic by 2 points, for serious dehydration reduce
Stamina and Strength by 1d3+2 points and Wisdom by 1 point; the affected
person suffers hp1 damage every 45 minutes (limit hp15); Fatality: Not Fatal.
Resists onset on save 1d20 roll GTET [30-Stamina], checked every 20 minutes.
Untreated dehydration becomes heat exhaustion after 1d8 hours.
Dengue Fever, Incubation Period: 1d20+2 hours after exposure; Active Dis-
ease: 2d100+8 hours; Contagious: during the initial 4 days active disease; save
1d20 roll GTET [27-Stamina], range 15 ft.; Symptoms: high fever, severe head-
ache, eye pain, severe joint pain, nausea, skin rash, purple bruises and bleeding
from nails and gums; reduce the affected person’s Agility statistic by 8 points
and their Beauty statistic 5 points, apply a -4 modifier against mental attacks
and a -2 melee/ranged combat penalty; the affected person goes into a coma af-
ter 50 hours unless save 1d20 roll GTET [31-Stamina] checked every 12 hours;
the affected persons suffers hp1 damage every 4 hours; Fatality: after 50 hours
active disease, save 1d20 roll GTET [26-Stamina] checked every 10 hours.
Once a person is infected, this disease reoccurs 1d6 times each spaced 1d100
days apart. This disease is spread by mosquito and tick bites. The initial infec-
tion is resisted on a save 1d20 roll GTET [32-Stamina].
Diphtheria, Incubation Period: [1d20*1.5]+40 hours after exposure; Active
Disease: [1d100/2]+24 hours; Contagious: airborne, waterborne (save 1d20
roll GTET [34-Stamina], range 30 ft.); Symptoms: early stage – sore throat,
mild fever, late stage – swollen throat and neck, enlarged lymph nodes, red and
swollen skin lesions, bleeding; after 15 hours reduce Beauty and Stamina sta-
tistics by 3 points; Fatality: after 32 hours, save 1d20 roll GTET [24-Stamina]
checked every 4 hours. The initial infection is resisted on save 1d20 roll GTET
[30-Stamina].
Dysentery, Incubation Period: 6d12+8 hours after exposure; Active Disease:
[2d20*1.5]+48 hours; Contagious: contact with body fluids; Symptoms: consti-
pation, diarrhea, intestinal cramps, late stage – serious nausea, mild fever, long-
term liver damage; reduce the affected person’s Stamina statistic by 1d6, their
Beauty statistic by 1d3, Intelligence and Wisdom statistics by 1 point each; after
15 hours of active disease the affected person suffers hp1 damage every 90 min-
utes; Fatality: after 50 hours, save on 1d20 roll GTET [25-Stamina], checked
every 1½ hours. The initial infection is resisted on a save on 1d20 roll GTET
[34-Stamina].
Electrolytic Shock, Incubation Period: 1d100/25 hours after a high/excessive intake
of liquids (e.g. water, beer, ale); Active Disease: [2d20/4]+1½ hours; Not Contagious;
Symptoms: rapid heartbeat and pulse, cold and clammy skin, moderate to severe head-
aches, are dizzy and disorientated, may lose consciousness (save on 1d20 roll GTET
[28-Stamina], checked every half hour); affected persons suffer hp1 every 45 minutes;
reduce the affected person’s Stamina statistic by 1 after every 90 minutes rounds and
reduce their Strength statistic by 1d4 points; Fatality: 3 hours due to heart failure (save
on 1d20 roll GTET [29-Stamina], checked every hours half-hour). This is a condition
in which the concentration of vital minerals and nutrients in the affected person’s blood
is diluted so that normal organ functions cannot be maintained. Affected spell casters
experience spell failure (1d100 rolls GTET 50) or unexpected spell effects (rolls 20-49)
unless save on 1d20 roll GTET [34-Will]. Residual effects may continue 1d8+4 hours
after the disease becomes inactive.
Elephantitus, Incubation Period: 2d20/2 days after exposure; Active Disease: perma-
nent; Not Contagious (transmitted by insect bite); Symptoms: thickening and extreme
swelling of limbs and other body parts (triple thickness), swollen and puffy face; reduce
an affected person’s Beauty, Agility, and Strength each by 1 point every 30 days (losses
limited to 10 points); after 3 Agility points are lost, their loss is permanent unless save
on 1d20 roll GTET [30-Stamina]; roll for every lost point; Fatality: 1d100 roll = 100,
checked every 25 days. The initial infection is resisted on a save on 1d20 roll GTET
[24-Stamina]. Once the disease is cured (e.g. remove disease) the affected person’s body
is not immediately returned to its normal state: a 2d100 hour recovery period is required
before the swelling is completely reversed.
Fetid Breath, Incubation Period: 3d12/4 days after exposure; Active Disease:
6d20+100 hours; Contagious: airborne while the victim has foul breath (range 25 FT) or
contact with contaminated blood; Symptoms: stage 1 (40 hours) – mild fever, mild head-
ache, joint swelling, stage 2 (1d6*15 hours) – thick swollen tongue, swelling of throat,
moderate fever, bitter foul-smelling breath, stage 3 (1d8*10 hours) – high fever, extreme
joint swelling and pain, purple lesions or welts on skin, weak pulse, delirium; end stage
(1d4*10 hours) – significant lung lining damage, fluid in lungs, extreme blood thin-
ning, coma (save on 1d20 roll GTET [35-Stamina]); during stage 1 reduce the affected
person’s Agility 1 point; during stage 2 reduce their Intelligence and Wisdom statistics
each by 1 point; during stage 3 reduce their Agility 1d4+3 points, reduce their Intel-
ligence and Wisdom statistics each 4 points, reduce their Beauty statistic by 3 points;
during the end stage the affected character suffers hp1 damage every 2 hours, reduce
all statistics 1d6+4 points, apply a -6 penalty to all saving rolls; Fatality: stage 2 save on
1d20 roll GTET [22-Stamina] checked every 4 hours, stage 3 save on 1d20 roll GTET
[26-Stamina] checked every 4 hours, end stage save on 1d20 roll GTET [32-Stamina],
checked every 2 hours. The initial infection is resisted on a save on 1d20 roll GTET
[38-Stamina]; apply a -1 save modifier for every contact with a contagious person within
the previous 15 hours; for continuous contact apply a -6 modifier). Curing this disease
requires two treatments each of drinking one vial of Holy Water plus a Remove Disease
spell spaced between 15 and 20 hours apart. Survivors permanently lose 1d3 points from
their Stamina statistic and regain 1 point to each affected statistic every 40 days.
Filariasis (Round Worm parasitic infection), Incubation Period: [1d20*1½]+60
hours after exposure; Active Disease: permanent; Contagious: contact with body
wastes (range 10 FT); Symptoms: tiredness and fatigue, bloodshot eyes, transient
rashes on limbs, minor bleeding from gums and ears, persistent mild fever, poor
tolerance for salt; reduce the affected person’s Stamina and Strength each 1 point
every 70 days (limit 5 point loss); Fatality: 1d100 roll = 100, save on 1d20 roll
GTET [26-Stamina], checked every 100 days. The initial parasite is resisted on a
save on 1d20 roll GTET [30-Stamina].
Food Poisoning, Incubation Period: 1d100+300 minutes after ingesting con-
taminated food/drink; Active Disease: [1d100/4]+10 hours; Not Contagious;
Symptoms: severe cramps, nausea, diarrhea, inability to retain food, dry heaves,
chills; reduce the affected person’s Stamina and Agility statistics each by 1d6, the
affected persons suffers hp1 damage every 4 hours; Fatality: after 20 hours, save
on 1d20 roll GTET [23-Stamina] checked every 4 hours. The Heal skill cures
this condition on 1d20 rolls GTET 15.
Frostbite, Incubation Period: [1d12/2]+1 hours after the onset of hypo-
thermia; Active Disease: permanent until the body is warmed; Not Contagious;
Symptoms: a gradual freezing of the water in skin cells turning affected areas an
ashen grey, a numbing of feeling in affected parts, false warming sensation, leth-
argy and desire to sleep; each affected body area suffers an initial 1d6 damage
plus hp1 every additional quarter-hour of exposure, reduce the affected person’s
Agility by 1d6+2 points, Stamina by 3 points, and their Strength, Intelligence,
and Wisdom statistics each 2 points; Fatality: after [1d12/2]+1 hour, save on
1d20 roll GTET [28+(number affected body parts)-Stamina], checked every
half-hour. After affected persons are warmed, gangrene occurs in frozen body
parts after 1d20/6 hours (amputation may be required) unless save on 1d20 roll
GTET [28-Stamina](apply the Healing skill of the person treating the frostbite
as a save modifier). Apply a permanent -1d4 weapon penalty if frostbite affected
the hands; apply a permanent -15 FT/round speed reduction is frostbite affected
the feet. Apply a permanent -4 die roll modifier to any physical skill attempted by
a person after having frostbite.
Heart Failure, Incubation Period: 1d20/4 minutes after onset; Active Disease:
3d100 minutes; Not Contagious; Symptoms: shortness of breath, chest pain,
numbness in the chest and arms, pale, sweats, chills; reduce the affected person’s
Stamina statistic by -12 and their Strength by -10; apply a -10 save penalty versus
Stamina effects while the condition exists; Fatality: after 1d100 minutes, save on
1d20 roll GTET [35-Stamina], checked every quarter hours. The disease is rec-
ognized on a 1d20 Healer check GTET 14. Treatments include a heal spell, sta-
sis spell (does not repair the damage but keeps them alive), succeeding on a 1d20
Heal check GTET 18 (e.g. CPR), and ingesting some herbals [birthwort, gooseg-
rass, foxglove, hawthorn, and white bryony infusions] or alchemical infusions ad-
ministered within the first quarter hour. A cure serious wounds spell reduces the
active disease time by 20 minutes, cure critical wounds by 75 minutes. A survivor
who does not have complete bed rest GTET 75 hours has a recurrence within 20
days unless save on 1d20 roll GTET [32-Stamina] checked daily (-6 penalty ap-
plied during moderate exercise, -10 penalty for vigorous exercise, during extreme
exercise death is immediate unless save on 1d20 roll GTET [36-Stamina]).
Heat Exhaustion, Incubation Period: 1d20/3+1 hour rounds after beginning
untreated dehydration; Active Disease: Until body temperature is lowered and
liquids are administered; Not Contagious; Symptoms: weakness, moist skin, head-
ache, dizziness, light-headedness, vomiting, fast and shallow pulse, mood swings,
muscle cramping in abdomen and legs; reduce the affected person’s Strength
statistic by -8 points, Intelligence by -4 points, and Wisdom by -3 points; the af-
fected person suffers hp1 damage every hour (limit to hp10); Fatality: Not Fatal.
Untreated heat exhaustion becomes heat stroke after Stamina/2 hours. Affected
spell casters experience spell failure (1d100 rolls GTET 70) or unexpected results
(rolls 20-69) unless save on 1d20 roll GTET [33-Will] checked for every spell.
Heat exhaustion is treated by removing the victim from the high temperature, ap-
plying cool or lukewarm cloths, gradually giving 1 to 2 gallons of water in small
doses, and allowing 4 to 12 hours rest. When means are available heat exhaustion
is treated on a successful 1d20 Healer check GTET 13.
Heat Stroke, Incubation Period: 2d20/4 hours after beginning untreated heat
exhaustion; Active Disease: Until body temperature is lowered and liquids are ad-
ministered; Contagious: Not contagious; Symptoms: red and dry skin (no sweat-
ing), extremely high core body temperature, rapid and weak pulse, dilated eye
pupils, hyperventilating, mental confusion, coma, muscle seizures; reduce the af-
fected person’s Strength statistic by -12 points, Intelligence and Wisdom statistics
each by -8 points, and Stamina statistic by -6 points; the affected person suffers
hp1 damage every 30 minutes (limit hp15); Fatality: after 3 hours, save on 1d20
roll GTET [33-Stamina], checked every half-hour. Affected spell casters experi-
ence spell failure (1d100 rolls GTET 78) or unexpected results (rolls 15-77) unless
save on 1d20 roll GTET [34-Will], checked for every spell. Heat stroke is treated
by removing the victim from the high temperature, submerging them in cool to
cold water, treating for shock, gradually giving lukewarm salt water, and complete
bed rest for not less than 45 hours; failure to rest following heat stroke may induce
heart failure (1d100 roll GTET 30, -15 for moderate exercise, -25 for vigorous
exercise). When means are available heat stroke is treated on a successful 1d20
Healer check of 18.
Helgan Rash, Incubation Period: 3d12+20 hours after exposure; Active Dis-
ease: 3d100+20 hours; Contagious: first 100 hours of Active Disease (direct
contact, save 1d20 rolls GTET [32-Stamina]); Symptoms: a painful purple rash
that rapidly develops on the back of the neck, face, and arms, the fingers swell
and turn black, and the victim’s tongue has black spots; an affected person’s Agil-
ity is temporarily reduced by -1d3-2 points, their Stamina reduced by -4 points,
and their Beauty reduced by -6 points; on 1d100 rolls GTET 94 their Agility is
reduced permanently; Fatality: Not Applicable. The initial infection is resisted on
a saving roll of 1d20 GTET [33-Stamina].
Hepatitis, Incubation Period: 2d100+25 hours after exposure; Active Disease:
permanent (episodes of 3d100+50 hours separated by periods of remission last-
ing 3d100 days); Not Contagious through ordinary contact (save on 1d20 roll
GTET [27-Stamina] in contact with infected blood); Symptoms: fatigue, nausea,
mild fever, loss of appetite, dark urine, rash, jaundice, abdominal pain; for a per-
son with active disease reduce their Strength statistic by -2 and Stamina statistic
by -1; Fatality: 1d100 roll = 100, checked every active episode. Resist the initial
infection on save on 1d20 roll GTET [29-Stamina].
Inebriation, Incubation Period: 1d20*quarter hours after imbibing strong
drink; Active Disease: ([1d12+6]-[Stamina statistic/4])*15 minutes; Not Con-
tagious; Symptoms: bloodshot eyes, loss of coordination, loss of social controls,
impetuous, violent, foolhardy, poor decision making, loss of memory, nausea,
unconsciousness; mildly intoxicated – reduce the affected person’s Wisdom sta-
tistic by -3, Intelligence statistic by -2, and Agility statistic -1; moderate intoxica-
tion – reduce the affected person’s Wisdom statistic by -6, Intelligence statistic
-4, and Agility statistic by -3; heavy intoxication – reduce the affected person’s
Wisdom statistic -9, Intelligence statistic -7, Agility statistic -6, and Strength statis-
tic by -2; Fatality: after 1 hour, save on 1d20 roll GTET [14-Stamina] +[number
drinks*1.5], checked every half-hour (3 checks). Affected spell casters experience
spell failure (1d100 rolls GTET 27) or unexpected results (rolls 10-26) unless
save on 1d20 roll GTET [34-Stamina], checked for every spell. After GTET 8
drinks the affected character develops alcoholism unless save on 1d20 roll GTET
[15-Will]+[number of drinks].
Jaundice, Incubation Period: 2d20*15 hours after exposure; Active Disease:
1d100*1d12 hours; Not Contagious; Symptoms: light yellow skin especially
around the face and extremities, yellow-tinged eyes, a yellow tint to the hair,
moderate swelling of the joints; reduce an affected person’s Beauty statistic by -8
points and Agility statistic by 1 point; Fatality: 1d100 roll = 100, checked every
200 hours. Most persons go out of their way to avoid persons with jaundice and
consider it bad luck to touch or be touched by them. Persons resist the initial in-
fection on a save on 1d20 roll GTET [24-Stamina].
Liver Disease, Incubation Period: 5d20 hours after exposure; Active Disease:
permanent until cured; Not Contagious; Symptoms: swollen and painful abdo-
men, purple skin boils on the abdomen, fatigue (iron deficiency), dark urine, con-
stipation, loss of hair; reduce an affected person’s Stamina statistic 1d4 points and
Strength statistic 2 points; Fatality: 1d100 rolls = 100, checked every 10 days. A
person resists the initial infection on a save on 1d20 roll GTET [29-Stamina]. If
the boils spread to the neck and face reduce the affected person’s Beauty statistic
by -3 points.
Leprosy, Incubation Period: 3d100+5 hours after exposure; Active Disease:
permanent until cured; Contagious: direct skin contact (range 5 FT); Symptoms:
general numbness of the skin, some to many white skin lesions that become
crusty and oozing, flaking of the skin in white patches, chronically stuffy nose,
tendency to blood profusely from small cuts; reduce an affected person’s Beauty
statistic by -12, reduce Agility statistic by -4, and Strength statistic by 1 point;
Fatality: 1d100 roll of 100. checked every 50 days. Most persons consider it bad
luck to be in the same room or building with a person having leprosy; Priests
become unclean by coming within 50 FT of a leper (requiring a 300 GP cleans-
ing ritual). A person resists the initial infection on a save on 1d20 roll GTET
[26-Stamina]. A cure requires drinking 6 vials of Holy Water, immersing the
victim in a hallowed pool 3 times each for 3 minutes, and 3 remove disease spells
at intervals between 15 and 30 hours.
Lyme Disease, Incubation Period: 4d100 hours after exposure; Active Dis-
ease: permanent until cured; Not Contagious; Symptoms: swollen joints, sore
throat, fever, joint pain, back pain, stiff joints, muscle weakness, cramps, confu-
sion, memory problems; reduce an affected person’s Agility statistic by 1 every
two weeks (limit 8 points), reduce their Intelligence and Wisdom each by 1 point
every month (limit 6 points), reduce their Stamina statistic by 1 point every six
weeks rounds (limit 4 points); Fatality: 1d100 roll of 100, checked every 100
days. Primarily transmitted by insect bites (ticks, beetles, spiders, mosquito). An
affected spell caster experiences spell failure (1d100 rolls GTET 60) or unex-
pected effects (rolls LTET 39-60) unless succeeding on a save on 1d20 roll GTET
[20-Will]+[number of months affected], checked for every spell. A person resists
the initial infection on a save on 1d20 roll GTET [30-Stamina].
Magiophage, Incubation Period: 3d8+6 hours after exposure; Active Disease:
4d100+50 hours; Contagious: for the next 60 hours after the first 10 hours of
incubation (airborne); Symptoms: this disease can only be contracted by spell-
using persons; red swollen eyes, dripping nose, hoarse hacking cough, mild fever,
blushing cheeks, light blue chest rash; an affected person is unable to cast or use
magic while the disease is active; Fatality: 1d100 rolls GTET 80, checked every
30 hours, save 1d20 rolls GTET [28-Stamina]. The initial infection is resisted on
a saving roll of 1d20 GTET [35-Stamina].
Malaria, Incubation Period: 1d12*1d10/3 hours after exposure; Active Disease:
[1d10*25]+15 hours; Contagious: contact with body fluids (save 1d20 roll GTET
[28-Stamina]; Symptoms: mild fever, weakness, enlarged abdomen (spleen), mild
jaundice, thinned blood, in severe cases – fluids in lung, seizures, coma; mild
cases – after 60 hours reduce the affected person’s Stamina and Strength statistics
by -2 points; severe cases – after 30 hours reduce the affected person’s Stamina
and Strength statistics by -8 points and their Agility statistic by -3 points; Fatality:
mild cases – after 150 hours (save 1d20 roll GTET [25-Stamina], checked ev-
ery 8 hours); severe cases – after 100 hours (save 1d20 roll GTET [30-Stamina],
checked every 6 hours). The disease is primarily spread by blood-sucking insects.
The initial infection is resisted on a save 1d20 roll GTET [28-Stamina].
Meningitis, Incubation Period: [1d100/5]+10 hours; Active Disease:
[1d12*12]+10 hours; Contagious: airborne pathogen (range 25 FT); Symptoms:
moderate to severe fever, severe headache, stiff neck, bright lights hurting the
eyes, drowsiness or confusion, nausea, vomiting; reduce an affected person’s Intel-
ligence and Wisdom statistics each by -4 points; affected persons fall asleep for
1d10*15 minutes unless (save 1d20 roll GTET [29-Stamina]; Fatality: after 30
hours, (save 1d20 roll GTET [37-Stamina], checked every 6 hours. The initial
infection is resisted on save 1d20 roll GTET [33-Stamina].
Mumps, Incubation Period: [1d10*8]+10 hours after exposure; Active Disease:
[1d100*20]+40 hours; Contagious: airborne pathogens (range 40 FT); Symp-
toms: fever, headache, muscle aches, tiredness, loss of appetite; swelling of sali-
vary glands, red rash on the neck and face; in severe cases (1d100 rolls GTET 96)
– permanent deafness (save 1d20 roll GTET [30-Stamina]), brain inflammation;
reduce an affected person’s Intelligence and Wisdom statistics each by 1d3 and
their Beauty statistic by -1 point; Fatality: mild cases – after 125 hours, save 1d20
roll GTET [26-Stamina] checked every 12 hours, severe cases – after 15 hours
save 1d20 roll GTET [34-Stamina] checked every 8 hours. The initial infection is
resisted on a save 1d20 roll GTET [30-Stamina].
Pneumonia, Incubation Period: [2d12*12]+12 hours after exposure; Active Dis-
ease: [1d12*12]+50 hours; Contagious: airborne pathogen (range 25 FT); Symp-
toms: general weakness, persistent cough, moderate to severe fever, chills, mild
chest pain, fluid in lungs; reduce an affected person’s Stamina and Strength statis-
tics each by -1d4 points, their Intelligence and Wisdom statistics each by -2 points,
after 30 hours affected persons suffer hp1 damage every 8 hours (limit hp20);
Fatality: after 60 hours save 1d20 roll GTET [15+[hours active disease/12]-
Stamina] checked every 8 hours. The initial infection is resisted on a save 1d20
roll GTET [31-Stamina]. When an affected person recovers the disease reoccurs
after 1d100*12 hours unless save 1d20 roll GTET [34-(hours bed rest/4)].
Polio, Incubation Period: [2d100/3]+50 hours after exposure; Active Disease:
[1d100*8]+150 hours; Contagious: airborne pathogen (range 25 FT) plus con-
tact with body fluids (save 1d20 roll GTET [32-Stamina]); Symptoms: mild
cases – mild fever, sore throat, nausea, mild muscle or joint pain; aseptic severe
polio (occurs on 1d100 rolls GTET 93) – stiffness in back or legs, abnormal skin
sensations, paralysis of respiratory muscles; severe cases – reduce the affected
person’s Agility statistic by 1d4+1 points, reduce their Strength statistic by -2
points; in severe cases 1d4 of an affected person’s limbs become paralyzed for
[1d8*25]+100 days unless save 1d20 roll GTET [28-Stamina] checked every
10 hours, the paralysis is permanent unless save 1d20 roll GTET [25-Stamina];
Fatality: mild cases – 1d100 roll of 100 checked every 20 days while paralyzed,
aseptic cases – after 10 hours save 1d20 roll GTET [25-Stamina] checked every
15 hours. The initial infection is resisted on a save 1d20 roll GTET [27-Stamina].
Permanently reduce the Beauty of a person afflicted with permanently crippled
limbs by 3*[number of affected limbs] points. Most persons believe it is bad luck
to associate with a person afflicted by crippling polio (social ostracizing, 1d20 roll
GTET [28-Will].
Ravenous Hunger, Incubation Period: 2d12/4 hours after exposure; Active
Disease: 1d12/2 hours; Not Contagious; Symptoms: an overpowering hunger
and compulsion to eat, drooling, agitation, nervousness, swollen or puffed cheeks;
an affected person is compelled to immediately consume GTET 3 full days of
rations (no save), beginning after 5 minutes and until food is consumed they suf-
fer hp1 damage every quarter-hour (limit hp25); after consuming rations they
fall asleep 3d6/2 hours unless succeeding save 1d20 roll GTET [35-Stamina]
checked every half-hour; reduce an affected person’s Agility statistic by 1d4+1
(distended stomach); Fatality: 1d100 roll of 100 (burst stomach) checked every
hour for 1d8 hours after finishing eating.
River Blindness, Incubation Period: 1d20*4 hours after exposure; Active Dis-
ease: [1d12*4]+15 hours; Not Contagious; Symptoms: white film or coating over
the eyeball (visibility is reduced to 3d20 percent of normal; low-light vision and
infrared are completely lost while the disease is active), speckles or freckles on the
forehead, mild fever, ringing in the ears, distaste for sweet foods; apply a -4 weap-
on penalty; Fatality: Not Fatal. The initial infection is resisted on save 1d20 roll
GTET [33-Stamina].
Scarlet Fever, Incubation Period: [1d10*12]+20 hours after exposure; Active
Disease: [1d20*1d8]+75 hours; Contagious: airborne pathogen (range 50 FT);
Symptoms: widespread scarlet or scarlet-purple skin rash, itching sensations, score
throat, moderate to severe fever, swollen and sore neck glands, white coating on
tonsils with pus, nausea, chills, mild to severe headaches, abdominal pain; reduce
an affected person’s Intelligence and Wisdom by -1d4+1 points and reduce their
Stamina by -2 points; Fatality: after 60 hours save 1d20 roll GTET [26-Stamina]
checked every 10 hours. The initial infection is resisted on a save 1d20 roll GTET
[32-Stamina].
Scurvy, Incubation Period: 2d100+250 hours (GTET 11 days) after ceasing to
consume fresh fruits (loss of diet); Active Disease: Until dietary deficiency is cor-
rected; Not Contagious; Symptoms: tiredness, weakness, fingertip bleeding, easy
bruising, poor healing, swollen gums; after 3 days of active disease reduce an af-
fected person’s Stamina and Strength statistics each by -1 point every day, affected
persons suffer hp1 damage every 12 hours; Fatality: after 20 days, save 1d20
roll GTET [15+(number affected days)-Stamina] checked daily. Cure moderate
wounds, cure serious wounds, and cure critical wounds can be used to control the
symptoms of scurvy, requiring one spell/day/person – if the spell is not cast the
affected person’s underlying disease continues to be expressed. Remove disease
immediately restores the affected person to normal health but if the underlying
deficiency is not corrected it simply resets the incubation period clock. A person
who receives the necessary vitamins to correct the disease requires 1d100*20
hours to be fully restored to their healthy levels of capability.
Sleep Deprivation, Incubation Period: 22 hours rounds continually awake
(humans, halflings, gnomes), 25 hours (Dwarves), or 32 hours (Elves). At the end
of each additional hour without sleep each person suffers a 35% increase in
chances for a spell misfire or backfire, a -1d2 reduction in their effective Agility,
Intelligence, and Wisdom statistics. Where applicable, all characters suffer a -4
roll penalty (-20%) in using their class abilities. Treat penalties as stacking; after a
fourth failed check characters fall asleep for 9+1d6 hours and cannot be woken
for at least 6 hours. Those who have not reached their 4 Stamina check limit after
twice their (racial) hour value also uncontrollably fall asleep for at least 12 hours.
Sleeping Sickness, Incubation Period: [1d8*12]+10 rounds after exposure; Ac-
tive Disease: [2d100*2]+300 hours; Contagious: contact with bodily fluids (save
1d20 roll GTET [28-Stamina]); Symptoms: severe headaches, extreme fatigue,
swollen lymph nodes, aching muscles, progressive confusion, loss hand/eye coor-
dination, coma (after 350 hours save 1d20 roll GTET [26-Stamina] checked ev-
ery 20 hours); reduce an affected person’s Intelligence and Wisdom statistics each
by -1 after every 30 hours, reduce their Stamina statistic by -1 every 3 days, apply
a melee/ranged combat penalty of -1*[rounds active disease/20,000]; Fatality:
after 25 hours, save 1d20 roll GTET [15+(hours active disease)-Stamina] checked
daily. The disease is generally spread by blood-sucking insects. The initial infec-
tion is resisted on a save 1d20 roll GTET [31-Stamina] checked per bite.
Smallpox, Incubation Period: 3d8+12 hours after exposure; Active Disease:
[5d12*1000]+24 hours; Contagious: airborne pathogen (range 25 FT); Symp-
toms: runny nose, upper respiratory tract congestion, mild chills, mild fever, mild
to severe muscle pain, joint pain, many small red skin lesions, minor skin bleed-
ing, skin sensitivity, permanent scars (Fortitude save DC22); reduce the affected
person’s Stamina statistic by -1 (after 1d6 days rounds by -2), reduce their Intel-
ligence and Will statistics each by -1 (after 3 days rounds by -3); Fatality: after
1d4 days, save 1d20 roll GTET [32-Stamina] checked every 12 hours. The initial
infection is resisted on a 1d20 roll GTET [30-Stamina]. Permanently reduce the
Beauty statistic of a person with permanent skin scarring by -1d3 points. Many
townsfolk will not associate with a badly-scarred person (bad luck).
Smoke in the Eyes, Smoke from burning wood native to Gehenna/Inferno
has a terrible irritating odor, stings the eyes (experiences runny, watery eyes and
degraded vision [-3 combat penalty] for 1d100/6 minutes unless 1d20 roll GTET
[26-Stamina]), and sticks to a character’s gear and clothing 4d8 minutes (+6 bo-
nus for opponents track for 12 hours at 200 FT).
Systemic Shock, Incubation Period: 2d20+15 minutes after immersion in wa-
ter LTET 50°F; Active Disease: Continuous until the body is warmed; Not Con-
tagious; Symptoms: cold clammy skin, chills, numbness, dilated eyes, weak rapid
pulse, loss of muscular coordination, blue lips and nails; becomes severe after
[1d12/10]+1 hour, save 1d20 roll GTET 18+[active minutes-30] checked every
quarter-hour; severe symptoms are seizures, paralysis (after 2 hours 15 minutes
rounds of severe shock, save 1d20 roll GTET [31-Stamina] checked every half
hour), coma (after 2 hours of severe shock, save 1d20 roll GTET [29-Stamina]
checked every hour; reduce an affected person’s Stamina and Strength statistics
each by -1 point every 20 minutes, their Agility by -1 point every half hour, and
reduce their Intelligence and Wisdom each by -1 point every 40 minutes; Fatality:
4 hours after coma, save 1d20 GTET [27-Stamina] checked every quarter hour.
After being warmed an affected person recovers from a coma after 1d6*15 min-
utes, and from paralysis after 1d8/2 hours. After severe systemic shock a person
requires 1d100+10 hours complete bed rest otherwise experiences heart failure,
save 1d20 roll GTET [34-Stamina] checked every hour.
Tapeworms, Incubation Period: 1d100+120 hours after exposure; Active Dis-
ease: Permanent until cured; Contagious: contact with bodily fluids (save 1d20
roll GTET [32-Stamina], range 10 FT); Symptoms: mild stomach pain, mild
stomach irritation, ulcers, loss of appetite, fatigue, general weakness, diarrhea,
swelling and water retention, in rare cases (1d100 rolls GTET 93) – loss of bal-
ance, dementia; reduce the affected person’s Stamina and Strength statistic each
-1 point every 60 hours, reduce their Agility -1 point every 80 hours; Fatality:
in rare cases only – after 20 hours, save 1d20 roll GTET [24-Stamina] checked
every 3 days 12 hours. The initial infection is resisted on a save 1d20 roll GTET
[28-Stamina].
Tetanus, Incubation Period: 1d20+2 hours after exposure; Active Disease:
2d20+200 hours; Contagious: contact with body fluids (save 1d20 roll GTET
[33-Stamina]; Symptoms: muscle and jaw stiffness, stiff neck, chills, red rash on
the neck, sore throat, mild to moderate headache, facial tick, constipation; reduce
their Beauty statistic by -2 points, after 75 hours the affected person suffers hp1
damage every 12 hours; Fatality: 1d100 roll GTET 97 checked every 25 hours.
The initial infection is resisted on a 1d20 roll GTET [29-Stamina]. After 40
hours active disease an affected person’s jaw becomes “locked” closed unless save
1d20 roll GTET [33-Stamina] checked every 4 hours; while a person’s jaw is af-
fected reduce their Beauty an additional -2 points; a spell caster cannot cast spells
having a verbal component while their jaw is affected.
Tuberculosis, Incubation Period: 1d100+4 days after exposure; Active Dis-
ease: [3d20]+100 days; Contagious: airborne pathogen (range 50 FT); Symp-
toms: mild to moderate fever, chills, sweating, loss of appetite, chronic fatigue,
persistent cough (bloody), shortness of breath; reduce an affected person’s
Stamina and Strength each by -1 point after 15 days then again after every
subsequent 25 days; Fatality: after 200 days, save 1d20 roll GTET [25-Stam-
ina] checked every 25 days. The initial infection is resisted on a 1d20 roll
GTET [28-Stamina].
Typhoid Fever, Incubation Period: 3d20+12 hours after exposure; Ac-
tive Disease: [1d12*500]+100 hours; Contagious: airborne pathogen (range
30 FT) plus contact with body fluids (save 1d20 rolls GTET [36-Stamina]);
Symptoms: headache, constipation, malaise, sustained moderate to high fever,
weakness, stomach pains, loss of appetite, abdominal rash of flat, rose-colored
spots; reduce the affected person’s Stamina and Strength statistics each by
-1d4 and reduce their Agility statistic by -2 points, an affected person suffers
hp1 damage every 10 hour; Fatality: after 40 hours, save 1d20 roll GTET
[34-Stamina] checked every 5 hous. The initial infection is resisted on a save
1d20 roll GTET [32-Stamina]. An affected spell caster has their spell fail
(1d100 rolls GTET 40) or has unexpected results (rolls LTET 39) unless suc-
ceeding on a 1d20 roll GTET [35-Will].
Vampiricism, Incubation Period: 3d20 days after exposure; Active Disease:
permanent until cured; Contagious: only through saliva or blood contact;
Symptoms: affected person develops silver eyes, enlarged canine teeth, and
a transient (100 hours) silver rash on the hands; Fatality: Not Fatal. The ini-
tial infection is resisted on a save 1d20 roll GTET [38-Stamina]. An affected
person gains a +1 bonus to Strength checks, gains a +50 year bonus to their
natural life span, gains low-light vision (100 FT), and detects undead (range
250 FT). An affected person suffers 1d8 damage from touching/handling Holy
Water, and is poisoned by garlic (save 1d20 roll GTET [32-Stamina]). An af-
fected person rises in the undeath of a Vampire 120 nights after their death
unless they are buried head down with a wood stake through their heart.
Wharroharisis, Incubation Period: 2d20+4 hours after exposure; Active
Disease: 1d100+1d20 +1d12 hours; Contagious: last 10 hours of incubation
and initial 3d20 hours (airborne 40 FT); Symptoms: the victim’s neck and
arms swell, their hair becomes white, their vision becomes blurry, they become
effectively deaf, and they have the strong taste of vinegar; temporarily reduce
an affected person’s Strength statistic by -4 points, reduce their Agility by -2
point, and apply a -3 to hit penalty; Fatality: on 1d100 rolls GTET 90 checked
every 24 hours, save 1d20 rolls GTET [28-Stamina]. The initial infection is
resisted on a saving roll of 1d20 GTET [33-Stamina].
Whooping Cough, Incubation Period: 3d12/4 days after exposure; Active
Disease: 2d100+24 hours; Contagious: 15 hours into incubation period, air-
borne pathogen (save 1d20 roll GTET [35-Stamina], range 30 FT), contact
with body fluids (save 1d20 roll GTET [32-Stamina]); Symptoms: early stage
(first 60 hours) – cough, mild fever, running nose (cold), sneezing, fatigue,
blue/black face, end stage – heavy sweating, fluid buildup in lungs, coughing
spasms, shallow rapid breaths, dry cough, breathing problems, nausea; early
stage – reduce Beauty statistic -1d4+2 points; end stage – reduce an affected
person’s Stamina and Strength statistics each by -1 every 10 hours, the affected
person suffers hp1 damage every 6 hours; Fatality: after 12 hours into end
stage, save 1d20 roll GTET [31-Stamina] checked every 8 hours. The initial
infection is resisted on a save 1d20 roll GTET [31-Stamina]. A recovering per-
son has their Beauty permanently reduced by -1d4 points unless succeeding on
1d20 roll GTET [30-Stamina]. During the end stage an affected spell caster
cannot perform a spell unless succeeding on a 1d20 roll GTET [28-Will]
checked every spell.
Yellow Fever, Incubation Period: 2d12 hours after exposure; Active Disease:
3d100 hours; Contagious: after 40 hours, airborne pathogen (range 12 FT);
Symptoms: disfiguring disease causing the victim’s face to turn yellow with yel-
low eyes, open facial sores, a hacking cough, joint pains, high fever; an affected
person’s effective Beauty statistic is reduced by -8 points (permanently re-
duced -4 unless succeeding on a 1d20 roll GTET [29-Stamina]), their effective
Strength statistic is reduced -10 points; Fatality: after 20 hours, save 1d20 roll
GTET [27-Stamina] checked every 5 hours. The initial infection is resisted on
a save 1d20 roll GTET [31-Stamina]. An affected spell caster experiences spell
failure (1d100 roll GTET 66) or unexpected results (rolls LTET 65) unless suc-
ceeding on a 1d20 roll GTET [32-Will]