Frostfell Diseases
Frostburn for D&D 3.5 details four new diseases specific to cold areas of the world. Here's my take on the conversion.
Cabin Fever
Causes delusions and desperate need
to spend time in open wilderness areas. Cabin fever is contracted by prolonged
confinement in enclosed spaces surrounded by a frostfell environment. A
character must make an HT+3 roll each 24-hour period within such a location to
resist the onset of cabin fever.
Statistics: Confinement;
HT+3 to resist; 1 day delay; 1d-2 toxic damage (with IQ-2 and Phobia (Enclosed
Spaces) (12) after loss of 1/3 HP, Phobia (Enclosed Spaces) (9) after loss of ½
HP, Phobia (Enclosed Spaces) (6) after loss of 2/3 HP); 24-hour cycle with eight
cycles. Not contagious.
Coldfire Ruin
Caused by exposure to coldfire; any
character coming within 3 yards of coldfire becomes susceptible to contracting
coldfire ruin. Victim turns into pure coldfire from the inside out.
Statistics: Exposure;
HT-3 to resist; 1 day delay; 1d-1 toxic damage (with HT-2 after loss of 1/3 HP
and HT-4 after loss of 1/2 HP); 24-hour cycle with four cycles. Not contagious.
Creeping Frost
The skin turns into frost, causing
shivering and rigidity.
Statistics: Blood;
HT-1 to resist; 1 day delay; 1d-1 toxic damage (with DX-2 after loss of 1/3 HP,
DX-4 after loss of 1/2 HP, and paralysis after loss of 2/3 HP); 12-hour cycle
with eight cycles. Mildly contagious.
Winter Rot
Muscles shrink and atrophy.
Statistics: Contact;
HT-1 to resist; 1d/2 days delay; 1d-3 toxic damage (with ST-2 after loss of 1/3
HP, ST-4 after loss of 1/2 HP, and ST-6 after loss of 2/3 HP); 24-hour cycle
with twelve cycles. Mildly contagious.
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