Giant rats and disease
- Portly Fighter
- Mist Elf
- Posts: 37
- Joined: Wed Jun 04, 2014 10:41 pm
Giant rats and disease
Hey everyone,
In the new printing of M&T under the entry for giant rats it says to turn to the CKG for examples of disease. I have looked through the CKG several times and can't seem to find any disease rules. Anyone have an idea where I am missing these?
In the new printing of M&T under the entry for giant rats it says to turn to the CKG for examples of disease. I have looked through the CKG several times and can't seem to find any disease rules. Anyone have an idea where I am missing these?
Re: Giant rats and disease
They aren't in the CKG.
Re: Giant rats and disease
More than likely disease info is being added to the forthcoming printing of the CKG, tbus the mention in Monsters & Treasure. Regardless, I'll point out its absence when I get to that section of the book.
- slimykuotoan
- Greater Lore Drake
- Posts: 3669
- Joined: Sun Mar 11, 2007 8:00 am
- Location: Nine Hells
Re: Giant rats and disease
Any place we could get those referred to rules in the meanwhile?
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan
Re: Giant rats and disease
CKG for Haunted Highlands does have a section for a new disease - Dragon Pox.
I cannot find any other diseases listed by name though.
I cannot find any other diseases listed by name though.
Re: Giant rats and disease
I don't have them. I only started getting chapters of the CKG today, and haven't had a chance to start work on it. In the meantime, check the d20 SRD and see if there's anything there. If you have an AD&D DMG, use that.
Re: Giant rats and disease
Not part of the CKG, that I am aware of, but here's a singular take...
I use this, some times, which was originally developed for a monster of mine...
To determine the specifics of the affliction, decide to what extent it has progressed by rolling 1d12 – on a 1-7, it is minor; on an 8-11, it is major; with a result of 12, it is lethal. Those with more serious conditions (major or lethal) are also potentially contagious, resulting in any physical contact requiring a successful save vs. Death (against a difficulty of 4) to resist contracting the same symptoms, though reduced one category (major becomes minor; lethal becomes major) which then continues to progress thereafter. To determine specific symptoms, consult the following, noting that a minor condition has three symptoms, and each category beyond this (major and lethal) also exhibit at least one symptom for the lower category (that is, a lethal condition has at least 3 minor symptoms, at least 1 major symptom, and at least 1 lethal.)
Minor Symptoms (d20) [symptoms which are contrary cannot coexist]
1: Flakes of skin
2: Itching rash (-1 penalty to any action; every 1d6 hours for 1d3 rounds)
3: Pustules / blisters / boils
4: Skin tightens / hardens (+1 Armor Class)
5: Difficulty hearing (-2 on listen)
6: Continual stuffiness / nose bleed
7: Temporary deafness (every 1d3 hours for 1d3 x 10 minutes)
8: Loss of hunger / inability to drink or swallow
9: Need to consume mass quantities of food / beverage
10: Vomiting / nausea (every 1d3 hours, no actions for 1d3 rounds)
11: Mild fever
12: Chills
13: Swollen jaw (10% any spell with verbal components cannot be spoken correctly)
14: Headache or migraine (-1 penalty to any action; every 1d3 hours for 1d3 x 10 minutes)
15: Stomach pain (every 1d6 rounds, 25% -1 Armor Class)
16: Limb stiffness (10% any spell with somatic components cannot be performed correctly)
17: Dizziness (cannot act for 1 round; occurs every 1d4 hours)
18: Tiredness (cannot act for 1d3 rounds; occurs every 1d4 hours)
19: Insomnia (not affected by sleep and gains effect of haste for 1 round every 1d6 hours)
20: Emotional change (may rage as a barbarian primal rage)
Major Symptoms (d20) [symptoms which are contrary cannot coexist]
1: Change in color of flesh
2: Flesh cracks / peels / bleeds (every 1d6 days, 1 damage sustained; cannot kill)
3: Swelling of extremities (50% hands: -1 to hit / damage; 45% feet: -10 movement; 5% face: speech, sight, or hearing impossible)
4: Rotted gums
5: Change in hair color (-2 disguise)
6: Baldness / hair loss (-3 disguise)
7: Finger/toenails rot (-1 encumbrance limit)
8: Blackout / fainting (every 1d4 hours, loss of actions for 1d3 rounds)
9: Hallucinations (-2 saves against illusions)
10: Uncontrollable coughing (every 1d4 hours, loss of actions for 1d3 rounds and 1 damage; this cannot kill)
11: Temporal displacement (cannot determine direction / distance / time)
12: Partial amnesia (may not use 1d3 abilities selected at random)
13: Uncontrollable spasms (every 1d4 hours, loss of actions for 1d4 rounds)
14: Loss of balance (every 1d3 x 20 minutes, falls prone)
15: Partial paralysis (each limb checked at 25%, with success preventing use; cannot affect head)
16: Weakness (encumbrance limit and Strength-based checks / saves reduced by 3)
17: Exhaustion (affected by negative effects of primal rage of barbarian)
18: Allergy (random substance causes +1d2 damage on contact)
19: Obscene odor (radiates stinking cloud as 1st level spellcaster)
20: Antipathy (animals, including those ordinarily friendly such as familiars, will not approach within 40 feet)
Lethal Symptoms (d20) [symptoms which are contrary cannot coexist]
1: Rotting flesh (every 1d3 days, loss of 1d2 hit points and -1 on actions every 1d3 weeks; this cannot kill a Blessed)
2: Permanent nodule / pustule growth (-1 Charisma and -2 disguise)
3: Brittle bones (+1 damage from blunt trauma per die rolled)
4: Anemia (affected as per wounding regardless of weapon / attack trait; this cannot kill a Blessed)
5: Rapid aging (-1 Charisma and -3 disguise)
6: Blindness
7: Deafness
8: Muted
9: Organ failure (15% per day of death; this cannot kill a Blessed)
10: Cardiac arrest (15% death and -1 Strength and Constitution if survived; this cannot kill a Blessed)
11: Stroke (5% death and -1 Intelligence and Wisdom if survived in addition to 10% partial paralysis as Major Symptom; this cannot kill a Blessed)
12: Comatose (remains inactive for 1d6 days with cumulative 10% death per day; this cannot kill a Blessed)
13: Complete amnesia (cannot use any abilities)
14: Severe hallucinations (no save against illusions)
15: Madness (affected by confusion spell permanently)
16: Catatonia (every 1d6 hours, loss of actions for 1d3 x 20 minutes; when not affected, gains +2 on Strength and Constitution saves / checks)
17: Irrational fear (random object affects as per cause fear)
18: Deformity (random limb becomes unusable)
19: Unusual growth (equal chance of either increasing or decreasing size as if alter size is cast by 1d10 level caster as permanent effect)
20: Loss of natural ability (random natural ability, such as flight or innate spellcasting, is lost)
I use this, some times, which was originally developed for a monster of mine...
To determine the specifics of the affliction, decide to what extent it has progressed by rolling 1d12 – on a 1-7, it is minor; on an 8-11, it is major; with a result of 12, it is lethal. Those with more serious conditions (major or lethal) are also potentially contagious, resulting in any physical contact requiring a successful save vs. Death (against a difficulty of 4) to resist contracting the same symptoms, though reduced one category (major becomes minor; lethal becomes major) which then continues to progress thereafter. To determine specific symptoms, consult the following, noting that a minor condition has three symptoms, and each category beyond this (major and lethal) also exhibit at least one symptom for the lower category (that is, a lethal condition has at least 3 minor symptoms, at least 1 major symptom, and at least 1 lethal.)
Minor Symptoms (d20) [symptoms which are contrary cannot coexist]
1: Flakes of skin
2: Itching rash (-1 penalty to any action; every 1d6 hours for 1d3 rounds)
3: Pustules / blisters / boils
4: Skin tightens / hardens (+1 Armor Class)
5: Difficulty hearing (-2 on listen)
6: Continual stuffiness / nose bleed
7: Temporary deafness (every 1d3 hours for 1d3 x 10 minutes)
8: Loss of hunger / inability to drink or swallow
9: Need to consume mass quantities of food / beverage
10: Vomiting / nausea (every 1d3 hours, no actions for 1d3 rounds)
11: Mild fever
12: Chills
13: Swollen jaw (10% any spell with verbal components cannot be spoken correctly)
14: Headache or migraine (-1 penalty to any action; every 1d3 hours for 1d3 x 10 minutes)
15: Stomach pain (every 1d6 rounds, 25% -1 Armor Class)
16: Limb stiffness (10% any spell with somatic components cannot be performed correctly)
17: Dizziness (cannot act for 1 round; occurs every 1d4 hours)
18: Tiredness (cannot act for 1d3 rounds; occurs every 1d4 hours)
19: Insomnia (not affected by sleep and gains effect of haste for 1 round every 1d6 hours)
20: Emotional change (may rage as a barbarian primal rage)
Major Symptoms (d20) [symptoms which are contrary cannot coexist]
1: Change in color of flesh
2: Flesh cracks / peels / bleeds (every 1d6 days, 1 damage sustained; cannot kill)
3: Swelling of extremities (50% hands: -1 to hit / damage; 45% feet: -10 movement; 5% face: speech, sight, or hearing impossible)
4: Rotted gums
5: Change in hair color (-2 disguise)
6: Baldness / hair loss (-3 disguise)
7: Finger/toenails rot (-1 encumbrance limit)
8: Blackout / fainting (every 1d4 hours, loss of actions for 1d3 rounds)
9: Hallucinations (-2 saves against illusions)
10: Uncontrollable coughing (every 1d4 hours, loss of actions for 1d3 rounds and 1 damage; this cannot kill)
11: Temporal displacement (cannot determine direction / distance / time)
12: Partial amnesia (may not use 1d3 abilities selected at random)
13: Uncontrollable spasms (every 1d4 hours, loss of actions for 1d4 rounds)
14: Loss of balance (every 1d3 x 20 minutes, falls prone)
15: Partial paralysis (each limb checked at 25%, with success preventing use; cannot affect head)
16: Weakness (encumbrance limit and Strength-based checks / saves reduced by 3)
17: Exhaustion (affected by negative effects of primal rage of barbarian)
18: Allergy (random substance causes +1d2 damage on contact)
19: Obscene odor (radiates stinking cloud as 1st level spellcaster)
20: Antipathy (animals, including those ordinarily friendly such as familiars, will not approach within 40 feet)
Lethal Symptoms (d20) [symptoms which are contrary cannot coexist]
1: Rotting flesh (every 1d3 days, loss of 1d2 hit points and -1 on actions every 1d3 weeks; this cannot kill a Blessed)
2: Permanent nodule / pustule growth (-1 Charisma and -2 disguise)
3: Brittle bones (+1 damage from blunt trauma per die rolled)
4: Anemia (affected as per wounding regardless of weapon / attack trait; this cannot kill a Blessed)
5: Rapid aging (-1 Charisma and -3 disguise)
6: Blindness
7: Deafness
8: Muted
9: Organ failure (15% per day of death; this cannot kill a Blessed)
10: Cardiac arrest (15% death and -1 Strength and Constitution if survived; this cannot kill a Blessed)
11: Stroke (5% death and -1 Intelligence and Wisdom if survived in addition to 10% partial paralysis as Major Symptom; this cannot kill a Blessed)
12: Comatose (remains inactive for 1d6 days with cumulative 10% death per day; this cannot kill a Blessed)
13: Complete amnesia (cannot use any abilities)
14: Severe hallucinations (no save against illusions)
15: Madness (affected by confusion spell permanently)
16: Catatonia (every 1d6 hours, loss of actions for 1d3 x 20 minutes; when not affected, gains +2 on Strength and Constitution saves / checks)
17: Irrational fear (random object affects as per cause fear)
18: Deformity (random limb becomes unusable)
19: Unusual growth (equal chance of either increasing or decreasing size as if alter size is cast by 1d10 level caster as permanent effect)
20: Loss of natural ability (random natural ability, such as flight or innate spellcasting, is lost)
Re: Giant rats and disease
Yes, page(s) 13 & 14 on that tome have very good rules for handling and determining disease.Traveller wrote:If you have an AD&D DMG, use that.
- Portly Fighter
- Mist Elf
- Posts: 37
- Joined: Wed Jun 04, 2014 10:41 pm
Re: Giant rats and disease
Serleran, that chart is awesome I am so stealing it! Thanks for the help everyone, and I hope they correct this in the new ckg.
Re: Giant rats and disease
I don't believe it was ever broken. I'll check the old printing to be sure, but I don't believe the CKG was mentioned in the original version of the entry.
Re: Giant rats and disease
I bet if you google "random disease" you'd find all sorts... I tried and this came up... http://www.seventhsanctum.com/generate. ... me=disease
But I'm guessing the new CKG will treat disease much like poison.
But I'm guessing the new CKG will treat disease much like poison.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
- Portly Fighter
- Mist Elf
- Posts: 37
- Joined: Wed Jun 04, 2014 10:41 pm
Re: Giant rats and disease
I didn't mean that anything was broken, I was just hoping that those rules will be in the new printing of the ckg, seeing as how M&T refers to that book having disease rules.