Contagion and Corruption - Unchained Disease / Poison in Strange Aeons (spoilers!)


Strange Aeons

Dark Archive

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HEAVY SPOILERS WITHIN!

I decided to utilize the Unchained Poisons and Diseases rules for my Strange Aeons game, to make the prospects of trying to survive everything all the more horrifying. They're just so much more scary than the standard poison/disease rules and really help to ramp up the threat of simple things that bite, swarm, and sting, of which there are many in this AP. The rate of survival drops when utilizing these rules to their fullest and the higher levels of this AP certainly have the chance to infect the minds and bodies of the PCs. This led me to having to overhaul every poison and disease featured in the AP in advance, because I'd hate to have to make up something on the fly or get roadblocked after being inconsistent with a long-term disease or something like that. Some of the disease/poison effects are also rather complex, especially within book 5. So, I present to you, as I complete the sections of the AP, book by book, the converted Unchained poisons, diseases, drugs, and infestations utilized by all of the threats featured directly over the course of the Strange Aeons AP. I’ll break it up by book and spoiler it.

A few notes. Firstly, Mark Seifter's incredible poison conversions were fully utilized at several points throughout the process and direct usage of several of his poisons were used. Much thanks goes out to him for the work he did with that project and driving the inspiration of this lengthy conversion process (4 months in the making). Secondly, where drugs are detailed, the best attempt at converting the effects of the drug are made while maintaining the spirit of the Unchained addiction effects. Addiction levels progress minor->moderate->severe, ignoring the confusing "major" label found in the GMG. (Major = Severe)

Additionally, given the possibility of errors or inconsistencies therein, if you see a serious problem, mention it, and I'll do my best to rectify the main guide. Certain liberties had to be taken in some circumstances where a previously existing effect doesn't translate perfectly to the Unchained system. That having been said, here's what I'm using to best traumatize and torture my poor players over the course of this adventure. Enjoy! Go forth and traumatize!

HEAVY SPOILERS AWAIT!

Book 1 - In Search of Sanity:
DISEASES
Filth Fever, Ghoul Fever, Leprosy, Tumor Infestation
POISONS
Giant Centipede Poison, Spider Swarm Poison

FILTH FEVER (disease)
sources: heaped bodies in A2, dire rats in B9, summoned rat swarm in C6/C12, hemorrhagic road haunt in D6, treacherous feast haunt in E2, rat swarm random encounter
Type disease, injury; Save Fort DC 12
Track physical; Frequency 1/day
Cure 2 consecutive saves

GHOUL FEVER (disease)
sources: all ghouls in B13/B14/D4/D5/E4/E7/E8/E9/E10, ghast in E9 (Fort DC +2)
Type disease, injury; Save Fort DC 13
Track physical (special); Frequency 1/day
Effect If humanoid victim reaches Bedridden state or -1 or fewer hp, Fort DC 13 or gain ghoul corruption. If humanoid victim dies while it has ghoul fever, but is raised from the dead before it rises as a ghoul, it gains ghoul corruption. A humanoid victim that dies of ghoul fever rises as a ghoul at the next midnight, as per normal. A humanoid of 4 HD or more rises as a ghast.
Cure 2 consecutive saves

LEPROSY (disease)
sources: boilborns in D1
Type disease, contact, inhaled, or injury; Save Fort DC 12
Track physical (special); Frequency 1/week
Effect Healthy—Latent/Carrier—Sluggish—Stiffened; sluggish and stiffened are as Dexterity poison, stiffened is an end state
Cure 2 consecutive saves

TUMOR INFESTATION (disease)
sources: hungry flesh in C1
Type disease, injury; Save Fort DC 17
Track physical (special); Frequency 1/day
Effect Victim suffers all penalties from progressing on both the physical disease track and charisma poison tracks for Weakened and Impaired states
Cure 2 consecutive saves

GIANT CENTIPEDE POISON (poison)
sources: Medium centipedes in B10
Type poison, injury; Save Fort DC 13
Track Dexterity; Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past sluggish
Cure 1 save

SPIDER SWARM POISON (poison)
sources: spider swarm random encounter
Type poison, injury; Save Fort DC 11
Track Strength; Frequency 1/round for 2 rounds
Cure 1 save

Book 2 - The Trushmoor Terror:
DISEASES
Addiction (minor), Bubonic Plague, Filth Fever
DRUGS
Flayleaf (minor), Muscaria (minor)
POISONS
Belladonna, Black Adder Venom, Bloodroot, Blue Whinnis, Fungal Spores, Malyass Root Paste, Oil of Taggit, Poisonous Blood, Striped Toadstool

ADDICTION, MINOR (disease)
sources: flayleaf, muscaria
Type disease, variable; Save see drug’s save DC
Track physical (special); Onset 1 day; Frequency 1/day
Effect Healthy—Weakened; weakened is an end state.
Cure 2 consecutive saves

BUBONIC PLAGUE (disease)
sources: rat king in G6
Type disease, inhaled or injury; Save Fort DC 19 (typically 17)
Track 1d4 Strength, 1 Charisma, fatigued; Frequency 1/day
Cure 2 consecutive saves

FILTH FEVER (disease)
sources: rat swarm in F6, dire rats in G6, Rumatri in F10 (Fort DC 19)
Type disease, injury; Save Fort DC 14 (special, typically DC 12)
Track physical; Frequency 1/day
Cure 2 consecutive saves

FLAYLEAF (drug)
sources: treasure in A3
Type drug, inhaled or ingested; Save Fort DC 12; Addiction minor
Track Wisdom; Duration 1 hour
Onset immediate; Effect Fatigued for duration; provides a +2 alchemical bonus on saves against mind-affecting effects for the duration of the effect

MUSCARIA (drug)
sources: treasure in A4
Type drug, ingested; Save Fort DC 14; Addiction minor
Track Charisma; Duration 3 hours
Onset 30 minutes; Effect provides a +1d6 alchemical bonus on a single Knowledge (any one), Perception, or Sense Motive check once per minute for the duration of the effect

BELLADONNA (poison)
sources: treasure in A3
Type poison, ingested; Save Fort DC 14
Track Strength (special); Frequency 1/minute for 6 minutes
Effect Requires two failed saves to progress to each state past Weakened. Each time the victim’s state progresses, the victim receives a new save to cure a lycanthropy affliction contracted in the past hour.
Cure 1 save

BLACK ADDER VENOM (poison)
sources: Risi Nairgon in F9
Type poison, injury; Save Fort DC 11
Track Constitution (special); Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past Weakened.
Cure 1 save

BLOODROOT (poison)
sources: treasure in A3
Type poison, injury; Save Fort DC 12
Track Constitution and Wisdom (special); Onset 1 round; Frequency 1/round for 4 rounds
Effect On the first failed save and every two failed saves thereafter, the victim advances on the Constitution poison track. On the second failed save, and every two failed saves thereafter, the victim advances on the Wisdom poison track.
Cure 1 save

BLUE WHINNIS (poison)
sources: poison needle traps in A4/D7/E1
Type poison, injury; Save Fort DC 14
Track Consititution (special); Frequency 1/round for 2 rounds
Effect Healthy—Weakened—Unconscious; no end state
Cure 1 save; unconsciousness lasts 1d3 hours, then recovers to healthy

POISONOUS BLOOD (poison)
sources: biting/ingesting fungal wolves in A3
Type: poison, ingested; Save Fort DC 15
Track Strength and Dexterity (special); Frequency 1/minute for 6 minutes
Effect Requires two failed saves to progress to each state past sluggish/weakened; victim suffers all penalties from progressing on both the strength and dexterity poison tracks for Weakened and Sluggish states
Cure 2 saves

FUNGAL SPORES (poison)
sources: fungal wolves in A3
Type poison, inhaled; Save Fort DC 15
Track Constitution and fatigued for 1 minute; Frequency 1/round for 6 rounds
Cure 2 saves

MALYASS ROOT PASTE (poison)
sources: poisoned blades trap in A1, treasure in A3
Type poison, contact; Save Fort DC 16
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save

OIL OF TAGGIT (poison)
sources: tainted wine in E3
Type poison, ingested; Save Fort DC 15
Track Special; Onset 1 minute (special, dissolved in wine); Frequency —
Effect Healthy—Unconscious*
Cure 1 save
*The unconscious state lasts for only 1d3 hours, and then the victim returns to healthy automatically. This is not an end state.

STRIPED TOADSTOOL (poison)
sources: Risi Nairgon in F9
Type poison, ingested; Save Fort DC 11
Track Wisdom (special); Onset 10 minutes; Frequency 1/minute for 4 minutes
Effect For every two states the victim progresses on the Wisdom track, she also progresses one state on the Intelligence track. The two tracks heal separately.
Cure 1 save

Book 3 - Dreams of the Yellow King:
DISEASES
Addiction (minor, severe), Demon Fever, Ghoul Fever, Leng Ghoul Fever, Zombie Rot
DRUGS
Flayleaf (minor), Opium (severe)
POISONS
Black Adder Venom, Bokrug Poison, Burnt Othur Fumes, Drow Poison, Ettercap Poison, Giant Spider Poison, Leng Spider Poison, Maenad Poison, Oil of Taggit, Shadow Essence, Water Naga Poison

ADDICTION, MINOR (disease)
sources: flayleaf
Type disease, variable; Save see drug’s save DC
Track physical (special); Onset 1 day; Frequency 1/day
Effect Healthy—Weakened; weakened is an end state.
Cure 2 consecutive saves

ADDICTION, SEVERE (disease)
sources: opium
Type disease, variable; Save see drug’s save DC
Track physical and mental(special); Onset 1 day; Frequency 1/day
Effect Victim suffers all penalties from progressing on both the physical disease and mental disease tracks. Victim cannot rest to naturally improve state caused by the drug that caused this addiction.
Cure 3 consecutive saves

DEMON FEVER (disease)
sources: night hag in M1
Type disease, injury; Save Fort DC 20
Track physical; Frequency 1/day
Effect At the impaired state, penalties from the weakened state become permanent until victim receives heal or restoration.
Cure 2 consecutive saves

GHOUL FEVER (disease)
sources: all ghouls in K, ghasts in O1/random Underworld encounter (Fort DC +2)
Type disease, injury; Save Fort DC 13
Track physical (special); Frequency 1/day
Effect If humanoid victim reaches Bedridden state or -1 or fewer hp, Fort DC 13 or gain ghoul corruption. If humanoid victim dies while it has ghoul fever, but is raised from the dead before it rises as a ghoul, it gains ghoul corruption. A humanoid victim that dies of ghoul fever rises as a ghoul at the next midnight, as per normal. A humanoid of 4 HD or more rises as a ghast.
Cure 2 consecutive saves

LENG GHOUL FEVER (disease)
sources: Leng ghouls in K/P2/P6
Type disease, injury; Save Fort DC 22
Track physical (special); Onset immediate; Frequency 1/day
Effect If humanoid victim reaches Bedridden state or -1 or fewer hp, Fort DC 13 or gain ghoul corruption. If humanoid victim dies while it has ghoul fever, but is raised from the dead before it rises as a ghoul, it gains ghoul corruption. A humanoid victim that succumbs to Leng ghoul fever becomes a normal ghoul unless it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Cure 2 consecutive saves

ZOMBIE ROT (disease)
sources: wamps in 03/random encounter
Type disease, injury; Save Fort DC 19
Track physical (special); Frequency 1/12 hours
Effect Recovering steps by resting takes the victim twice the normal time. Any creature that dies while infected with zombie rot rises as a plague zombie in 2d6 hours.
Cure 2 consecutive saves

FLAYLEAF (drug)
sources: common usage in M1
Type drug, inhaled or ingested; Save Fort DC 12; Addiction minor
Track Wisdom; Duration 1 hour
Onset immediate; Effect Fatigued for duration; provides a +2 alchemical bonus on saves against mind-affecting effects for the duration of the effect

OPIUM (drug)
sources: common usage in M1
Type drug, inhaled/ingested/injury; Save Fort DC 20; Addiction major
Track Constitution and Wisdom (special); Duration 1 hour
Onset immediate; Effect On the first failed save and every two failed saves thereafter, the victim advances on the Constitution poison track. On the second failed save, and every two failed saves thereafter, the victim advances on the Wisdom poison track.

BLACK ADDER VENOM (poison)
sources: poisonous performer in M1
Type poison, injury; Save Fortitude DC 11
Track Constitution (special); Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past Weakened.
Cure 1 save

BOKRUG POISON (poison)
sources: Bokrug in L3
Type poison, injury; Save Fort DC 41
Track Wisdom (special); Frequency 1/round for 6 rounds
Effect Comatose is an end state; at the confused state, victim also becomes afflicted permanently by a random insanity.
Cure 3 consecutive saves

BURNT OTHUR FUMES (poison)
sources: burnt othur fumes trap in
Type poison, inhaled; Save Fort DC 18
Track Constitution; Frequency 1/round for 6 rounds
Effect At the impaired state, penalties from the weakened state become permanent until victim receives heal or restoration.
Cure 2 consecutive saves

DROW POISON (poison)
sources: poisonous performer in M1
Type poison, injury; Save Fortitude DC 13
Track Special; Frequency 1/minute for 2 minutes
Effect Healthy—Unconscious*—Unconscious**
Cure 1 save
*The first unconscious state lasts for only 1 minute, and then the victim returns to healthy automatically.
**The second unconscious state is not an end state.

ETTERCAP POISON (poison)
sources: nightmare ettercaps in I5
Type poison, injury; Save Fort DC 15
Track Dexterity; Frequency 1/round for 10 rounds
Cure 2 consecutive saves

GIANT SPIDER POISON (poison)
sources: giant spiders in I5
Type poison, injury; Save Fort DC 14
Track Strength; Frequency 1/round for 4 rounds
Cure 1 save

LENG SPIDER POISON (poison)
sources: Leng spider in H
Type poison, injury; Save Fort DC 25
Track Constitution (special); Frequency 1/round for 6 rounds
Effect Each time the victim’s state progresses, the victim suffers from confusion, as per the spell, for 1 round.
Cure 2 consecutive saves

MAENAD POISON (poison)
sources: maenads in P17
Type poison, injury; Save Fort DC 19
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

OIL OF TAGGIT (poison)
sources: poisonous performer in M1
Type poison, ingested; Save Fortitude DC 15
Track Special; Onset 1 minute; Frequency—
Effect Healthy—Unconscious*
Cure 1 save
*The unconscious state lasts for only 1d3 hours, and then the victim returns to healthy automatically. It is not an end state.

SHADOW ESSENCE (poison)
sources: lurkers in light in J2
Type poison, injury; Save Fort DC 17
Track Strength; Frequency 1/round for 6 rounds
Cure 1 save

WATER NAGA POISON (poison)
sources: water naga random encounter
Type poison, injury; Save Fort DC 19
Track Constitution; Frequency 1/round for 6 rounds
Effect Requires two failed saves to progress to each state past Weakened.
Cure 2 saves

Book 4 - The Whispers Out of Time:
DISEASES
Addiction (minor), Proto-Shoggoth Infection (infestation)
DRUGS
Pesh (minor)
POISONS
Atlach-Nacha Venom, Blue Whinnis, Cytillipede Poison, Doru Poison, Dorvae Poison, Hellwasp Poison, Medium Spider Venom, Purple Worm Poison, Terinav Root, Wasp Swarm Posion, Wyvern Poison

ADDICTION, MINOR (disease)
sources: flayleaf, muscaria
Type disease, variable; Save see drug’s save DC
Track physical (special); Onset 1 day; Frequency 1/day
Effect Healthy—Weakened; weakened is an end state.
Cure 2 consecutive saves

PROTO-SHOGGOTH INFECTION (disease, infestation*)
sources: proto-shoggoth in B11/B17
Type disease (infestation), injury; Save Fort DC 23
Track Physical (special); Frequency 1/day
Effect Application of negative energy can halt the infestation; each time a victim is reduced to negative hit points by such an effect, the victim can attempt a new Fort DC 23 save. On a success, the infestation ends immediately. Remove disease and similar spells can halt the infestation’s progress in the victim, but immunity to disease offer no protection.
Cure Special, see above
*An infestation is similar to a disease, but can only be cured through specific means; no matter how many saving throws the victim succeeds at, the infestation continues to affect the target.

PESH (drug)
sources: treasure in D15/D16
Type disease, ingested, inhaled; Save Fortitude DC 10; Addiction minor
Track Dexterity and Wisdom (special); Duration 1 hour and 1 day (see text)
Onset immediate; Effect Taking refined pesh gives a user 15 temporary hit points for 1 hour and a +2 morale bonus on saves versus fear effects for 1 day.
Cure 1 save

ATLACH-NACHA VENOM (poison)
sources: Atlach-Nacha in Bestiary
Type poison, injury; Save Fortitude DC 43
Track Strength (special); Frequency 1/round for 6 rounds
Effect On the first failed save, also becomes permanently paralyzed. Penalties from any state become permanent until the victim receives heal or restoration.
Cure 3 consecutive saves

BLUE WHINNIS (poison)
sources: derro rogues in A9
Type poison, injury; Save Fort DC 14
Track Consititution (special); Frequency 1/round for 2 rounds
Effect Healthy—Weakened—Unconscious; no end state
Cure 1 save; unconsciousness lasts 1d3 hours, then recovers to healthy

CYTILLIPEDE POISON (poison)
sources: cytillipedes in A8
Type poison, injury; Save Fort DC 20
Track Dexterity (special); Frequency 1/round for 6 rounds
Effect On every failed save, the victim is also dazed and affected by memory lapse, as per the spell.
Cure 1 save

DORU POISON (poison)
sources: summoned doru in C7
Type poison, injury; Save Fortitude DC 13
Track Wisdom; Frequency 1/round for 6 rounds
Effect Requires two saves to progress to each state past weakened.
Cure 2 consecutive saves

DORVAE POISON (poison)
sources: summoned dorvae in A10
Type poison, injury; Save Fort DC 20
Track Wisdom (special); Frequency 1/round for 12 rounds
Effect On the first failed save, the victim is subject to the dorvae’s lesser gaes no matter its Hit Dice for 24 hours.
Cure 3 saves

HELLWASP POISON (poison)
sources: hellwasp swarm in A11
Type poison, injury; Save Fort DC 20
Track Dexterity; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

MEDIUM SPIDER VENOM (poison)
sources: derro rogues in A9
Type poison, injury; Save Fortitude DC 14
Track Strength; Frequency 1/round for 4 rounds
Cure 1 save

PURPLE WORM POISON (poison)
sources: poison needle trap in A10
Type poison, injury; Save Fortitude DC 24
Track Strength; Frequency 1/round for 6 rounds
Cure 2 saves

TERINAV ROOT (poison)
sources: derro alchemists in A8, derro in A9
Type poison, contact; Save Fortitude DC 16
Track Dexterity; Onset 1 minute; Frequency 1/minute for 6 minutes
Cure 1 save

WASP SWARM POISON (poison)
sources: insect plague spell in C7
Type poison, injury; Save Fortitude DC 13
Track Dexterity; Frequency 1/round for 4 rounds
Effect Requires two saves to progress to each state past weakened.
Cure 1 save

WYVERN POISON (poison)
sources: treasure in A3
Type poison, injury; Save Fortitude DC 17
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 saves

Book 5 - What Grows Within:
DISEASES
Ash Leprosy, Dread Decay, Druj Nasu Corruption, Filth Fever, Leng Ghoul Fever, Seedborne Consumption (infestation), Seeded Infestation (infestation)
POISONS
Colossal Centipede Poison, Colossal Scorpion Poison, Dorvae Poison, Gargantuan Scorpion Poison, Ghawwas Poison, Girtablilu Poison, Large Scorpion Poison, Lunar Naga Poison, Pakalchi Poison, Seps Poison

ASH LEPROSY (disease)
sources: all ash giants in events 2/4/5/6
Type disease, injury; Save Fortitude DC 23
Track physical (special); Frequency 1/day
Effect Healthy—Latent/Carrier—Sluggish—Stiffened; sluggish and stiffened are as Dexterity poison, stiffened is an end state. For every state the victim progresses on the aforementioned track, they also progress on the Charisma track. Penalties from any state on the Charisma track become permanent until the victim receives heal, restoration, or regeneration.
Cure 2 consecutive saves

DREAD DECAY (disease)
sources: Xhamen-Dor
Type disease, injury; Save Fortitude DC 41
Track physcial (special); Frequency 1 round
Effect Healthy—Weakened—Impaired—Disabled—Comatose; comatose is an end state. On a failed save, progress 1d4 states on the physical track and 1d4 states on the Constitution poison track. On a successful save, progress one state on each of the two tracks. A victim that falls comatose is immediately subject to Xhamen-Dor’s infected dreams ability. A victim that dies from the disease is immediately absorbed into Xhamen-Dor’s mass. Such a creature cannot be restored to life except via wish or miracle. Even if brought back to life in this manner, the victim is still subject to Xhamen-Dor’s infected dreams.
Cure 1 save (special)

DRUJ NASU CORRUPTION (disease)
sources: druj nasu in B5
Type disease, injury; Save Fortitude DC 20
Track physical (speical); Frequency 1/day
Effect At the weakened state, also become shaken.
Cure 2 consecutive saves

FILTH FEVER (disease)
sources: Hoshbagh random encounter (Fort DC 15), the contortion well in A5,
Type disease, injury; Save Fort DC 12
Track physical; Frequency 1/day
Cure 2 consecutive saves

LENG GHOUL FEVER (disease)
sources: Leng ghouls in D4, Leng ghouls random encounter
Type disease, injury; Save Fort DC 22
Track physical (special); Onset immediate; Frequency 1/day
Effect If humanoid victim reaches Bedridden state or -1 or fewer hp, Fort DC 13 or gain ghoul corruption. If humanoid victim dies while it has ghoul fever, but is raised from the dead before it rises as a ghoul, it gains ghoul corruption. A humanoid victim that succumbs to Leng ghoul fever becomes a normal ghoul unless it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Cure 2 consecutive saves

SEEDBORNE CONSUMPTION (disease, infestation*)
sources: dreaming in Neruzavin, fungal growths in Neruzavin, seeded lamia event encounter, seeded prophet event encounter, seeded skulker event encounter, seeded quelea swarm event encounter, seeded ones random encounter, all seeded hirelings in A2/A10, seedborne transformation haunt in A4, Speaker for the Deep in B4 (Fort DC 24), Kaklatath the Seeded in D4
Type disease (infestation), injury; Save Fortitude DC 20
Track mental (special); Frequency 1/month
Effect Weakened and impaired are as Charisma poison. At the weakened state and beyond, penalties from progressing on the Charisma track become permanent until the victim receives heal or restoration. Upon reaching deranged state, also become permanently nauseated. Within 24 hours after reaching deranged state, victim dies and rises as a seeded creature.
Cure 3 consecutive saves
*An infestation is similar to a disease, but can only be cured through specific means; no matter how many saving throws the victim succeeds at, the infestation continues to affect the target.

SEEDED INFESTATION (disease, infestation*)
sources: Xhamen-Dor’s infected dreams or dread decay
Type disease (infestation), special; Save Fortitude DC 41
Track Constitution; Frequency 1/day
Effect This infestation can only be cured by magic. A victim that dies from or while afflicted by this infestation rises in 1d4 rounds as a seeded creature.
Cure —
*An infestation is similar to a disease, but can only be cured through specific means; no matter how many saving throws the victim succeeds at, the infestation continues to affect the target.

COLOSSAL CENTIPEDE POISON (poison)
sources: titan centipede in event 6
Type poison, injury; Save Fortitude DC 24
Track Dexterity; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

COLOSSAL SCORPION POISON (poison)
sources: Old Obsidian in event 5 (cure 2 saves)
Type poison, injury; Save Fortitude DC 25 (typically 27)
Track Strength, Dexterity, and Wisdom (special); Frequency 1/round for 6 rounds
Cure 3 saves

DORVAE POISON (poison)
sources: summoned dorvae in A10
Type poison, injury; Save Fort DC 20
Track Wisdom (special); Frequency 1/round for 12 rounds
Effect On the first failed save, the victim is subject to the dorvae’s lesser gaes no matter its Hit Dice for 24 hours.
Cure 3 saves

GARGANTUAN SCORPION POISON (poison)
sources: emperor scorpion in event 2
Type poison, injury; Save Fortitude DC 22
Track Strength and Dexterity (special); Frequency 1/round for 6 rounds
Cure 1 save

GHAWWAS POISON (poison)
sources: ghawwas in B5
Type poison, injury; Save Fortitude DC 23
Track Strength; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

GIRTABLILU POISON (poison)
sources: girtablilu rangers in event 3
Type poison, injury; Save Fortitude DC 20
Track Dexterity; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

LARGE SCORPION POISON (poison)
sources: summoned giant scorpions in event 3
Type poison, injury; Save Fortitude DC 17
Track Strength; Frequency 1/round for 6 rounds
Cure 1 save

LUNAR NAGA POISON (poison)
sources: star-sworn nagas in C3
Type poison, injury; Save Fortitude DC 21 (typically 18)
Track Constitution (special); Frequency 1/round for 6 rounds
Effect For every two states the victim progresses on the Constitution track, she also progresses one state on the Wisdom track. The two tracks heal separately.
Cure 1 save

PAKALCHI POISON (poison)
sources: summoned pakalchi sahkil random encounter
Type poison, injury; Save Fortitude DC 22
Track Wisdom; Frequency 1/round for 6 rounds
Effect At weakened state and beyond, victim can’t treat any other creature as an ally or be a willing target for a spell or effect. This is an emotion effect.
Cure 2 consecutive saves

SEPS POISON (poison)
sources: sepses random encounter
Type poison, injury; Save Fortitude DC 22
Track Constitution; Frequency 1/round for 10 rounds
Effect On every failed save, the victim also takes 1d8 acid damage.
Cure 2 consecutive saves

NOTE: The contagion spell cast by Carsathi in A10 can reproduce any of the following diseases, all found in Pathfinder Unchained: blinding sickness, bubonic plague, cackle fever, leprosy, mindfire, red ache, shakes, or slimy doom. There is no need to unnecessarily repeat these 8 diseases in this guide.

Book 6 - Black Stars Beckon:
DISEASES
Addiction (severe), Dread Decay, Filth Fever, Wendigo Fever
DRUGS
Bloodfruit
POISONS
Fungal Spores, Insanity Mist, Larvae Poison, Leng Ghoul Fever, Nightcrawler Poison, Poisonous Blood, Spider Swarm Poison, Wasp Swarm Poison

ADDICTION, SEVERE (disease)
sources: bloodfruit
Type disease, variable; Save see drug’s save DC
Track physical and mental(special); Onset 1 day; Frequency 1/day
Effect Victim suffers all penalties from progressing on both the physical disease and mental disease tracks. Victim cannot rest to naturally improve state caused by the drug that caused this addiction.
Cure 3 consecutive saves

DREAD DECAY (disease)
sources: The Star Seed in M4
Type disease, injury; Save Fortitude DC 29
Track physcial (special); Frequency 1 round
Effect Healthy—Weakened—Impaired—Disabled—Comatose; comatose is an end state. On a failed save, progress 1d4 states on the physical track and 1d4 states on the Constitution poison track. On a successful save, progress one state on each of the two tracks. A victim that dies from the disease is immediately absorbed into the Star Seed’s mass. Such a creature cannot be restored to life except via wish or miracle. As the Star Seed is not completely Xhamen-Dor, this version of dread decay does not follow the rules for Xhamen-Dor’s infected dreams.
Cure 1 save (special)

FILTH FEVER (disease)
sources: Yonah’s summon swarm (rat swarm) in M2/M4
Type disease, injury; Save Fort DC 12
Track physical; Frequency 1/day
Cure 2 consecutive saves

WENDIGO FEVER (disease)
sources: wendigo in D
Type disease, injury; Save Fortitude DC 17
Track physical (special); Frequency 1/day
Effect At the impaired state, victim also suffers from the confused state as Wisdom poison. Instead of progressing to the bedridden state, victim ignores the effects of the disabled state and instead becomes unreasonable and insane, desiring nothing else but running off into the wilderness.
Cure break enchantment or remove curse (DC 20) before healing

BLOODFRUIT (drug)
sources: Kudimmu in C
Type disease, ingested; Save Fortitude DC 25; Addiction severe
Track Constitution; Duration 1 hour
Onset immediate; Effect +2 alchemical bonus on saving throws against necromancy effects, fester as per the spell (CL 24th)

FUNGAL SPORES (poison)
sources: night willow in A7
Type poison, inhaled; Save Fort DC 15
Track Constitution and fatigued for 1 minute; Frequency 1/round for 6 rounds
Cure 2 saves

INSANITY MIST (poison)
sources: Lake Hali’s nighttime mists
Type poison, inhaled; Save Fortitude DC 15
Track Wisdom; Frequency 1/round for 6 rounds
Cure 1 save

LARVAE POISON (poison)
sources: larvae of the Outer Gods in E/random encounter/failed Untether the Dark Connection ritual/Queen Cassilda’s death
Type poison, injury; Save Fortitude DC 25
Track Dexterity and Wisdom (special); Frequency 1/round for 6 rounds
Cure 2 consecutive saves

LENG GHOUL FEVER (disease)
sources: civilized ghouls in H/J1, Leng ghoul gendarmes in I/J2 (Fort DC 23), Armel in J2 (Fort DC 25), Leng ghouls random encounter
Type disease, injury; Save Fort DC 22
Track physical (special); Onset immediate; Frequency 1/day
Effect If humanoid victim reaches Bedridden state or -1 or fewer hp, Fort DC 13 or gain ghoul corruption. If humanoid victim dies while it has ghoul fever, but is raised from the dead before it rises as a ghoul, it gains ghoul corruption. A humanoid victim that succumbs to Leng ghoul fever becomes a normal ghoul unless it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.
Cure 2 consecutive saves

NIGHTCRAWLER POISON (poison)
sources: nightcrawler random encounter
Type poison, injury; Save Fortitude DC 28
Track Constitution (special); Frequency 1/round for 6 rounds
Effect For every state the victim progresses on the Constitution track, he also gains one negative level.
Cure 3 consecutive saves

POISONOUS BLOOD (poison)
sources: biting/ingesting night willow in A7
Type: poison, ingested; Save Fort DC 15
Track Strength and Dexterity (special); Frequency 1/minute for 6 minutes
Effect Requires two failed saves to progress to each state past sluggish/weakened; victim suffers all penalties from progressing on both the strength and dexterity poison tracks for Weakened and Sluggish states
Cure 2 saves

SPIDER SWARM POISON (poison)
sources: Ariadnah’s vomit swarm (spider swarm) in M4
Type poison, injury; Save Fort DC 11
Track Strength; Frequency 1/round for 2 rounds
Cure 1 save

WASP SWARM POISON (poison)
sources: Aridnah’s vomit swarm (wasp swarm) in M4
Type poison, injury; Save Fortitude DC 13
Track Dexterity; Frequency 1/round for 4 rounds
Effect Requires two saves to progress to each state past weakened.
Cure 1 save

NOTE: The immortal ichor random encounter can produce various summoned swarms, which can produce the following diseases and poisons: filth fever (rat swarm via summon swarm), spider swarm poison (spider swarm via summon swarm), centipede swarm poison (centipede swarm via creeping doom), and wasp swarm poison (wasp swarm via insect plague). There is no need to unnecessarily repeat these 4 poisons in this guide.

NOTE: The taniniver random encounter can produce a number of diseases through its breath weapon and natural attacks, all of which can be found in Pathfinder Unchained: mummy rot, blinding sickness, bubonic plague, cackle fever, leprosy, mindfire, and shakes. There is no need to unnecessarily repeat these 7 diseases in this guide.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Very cool!

Definitely interested in hearing how this ends up playing.

Paizo Employee Designer

Nice! You'll have to let me know how this goes.


Just saved this to my "Strange Aeons" folder on my computer - excellent work! :)


Dotting for interest.

Spoiler:
For leprosy, the save DC increasing in the future was a big deal for party motivation and dramatic choice of who got the Remove Disease potion. I'd probably keep that bit.

Dark Archive

QuidEst wrote:
a particular disease

I can see why the jump to a 20 can be so scary, but this is one of the ones that comes right out of Unchained on page 141, so I opted not to mess with things when they were completed either in the book or converted by the good Mr. Seifter. Expedition, more than anything. It's true that this disease seems to have gone to a completely different route than previously written, though. What was Charisma damage is now severe Dexterity impairment.


Pathfinder Adventure Path, Companion, Starfinder Adventure Path Subscriber

One you missed: Basidirond spores from the guardian plant in the carriage house of Iris Hill in The Thrushmoor Terror.

Dark Archive

Revan wrote:
One you missed: Basidirond spores from the guardian plant in the carriage house of Iris Hill in The Thrushmoor Terror.

Much appreciated, Revan! I've decided to treat the spores like a terrifying hybrid of psilocybin, to pair with the basidirond's cloud of hallucinogens, and the roots from 2008's 'The Ruins', as stated in the poison's original description of "..spores take root in his flesh, and particularly in his lungs".

BASIDIROND SPORES (poison)
sources: basidirond in book 2-E13
Type poison, inhaled; Save Fort DC 16
Track Constitution; Frequency 1/round for 6 rounds
Effect For every two states the victim progresses on the Constitution track, they also progress one state on the Wisdom track. The two tracks heal separately.
Cure 1 save

Shouldn't be too difficult to beat with only 1 save needed to cure, but imagine the terror of succumbing happily to this one and the other invisible cloud of spores at the same time. Speaking of which, I noticed that the basidirond's hallucination cloud extraordinary ability isn't technically a poison effect, so I've decided not to convert it. RAW, you don't have to inhale it or technically even breath at all, you just have to be in the radius. Yet, for some reason, wind disperses it, like an inhaled gas or poison. Oh well. Another time.


Since I formatted this for myself, I thought I'd share:
Word Doc (Google will open it, but loses some of the formatting)


So . . . how did these turn out in practice? Any PCs fall afoul of or even succumb to these more virulent afflictions?


I have a PC with ghoul fever and another with filth fever (having just finished the first book), but they've just acquired them.

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