Notes |
Clad in rags, these beggar-thieves are the dregs of society in Zul-Bazzir. Their dark bronze skin is severely wrinkled from sun exposure, and their dirty faces show only a few good teeth left. Simply by being exposed to them for more than a few minutes, the player characters risk being infected with a life-threatening disease.
__Possessions__: Dagger, filthy ragged cloak and clothes, (30% chance of 1d3 SP).
__Tactics__: These thieves work in groups, mingling with and harassing the party, begging for coins, while using their Sleight skills to steal the PCs’ possessions. They generally avoid combat, seeking to flee and disappear into nearby buildings or crowds, but if cornered, they gang up on a single opponent, hoping to kill them quickly.
__Disease__: Filth Fever
__Application__: Contact
__Onset Time__: 1D6 hours
__Duration__: 1D6+3 weeks
__Resistance Time__: Weekly. The first Resistance roll must be made at the end of the Onset Time, then weekly thereafter. Successfully resisting the disease allows the Adventurer to avoid suffering the Conditions until the next roll must be made. Victims of Filth Fever may appear to recover only to suffer a relapse later.
__Potency__: 55+CON of carrier (11).
__Resistance__: Endurance.
__Conditions__: Fever. If the Resistance roll fails then the victim suffers the next Condition, which is Maiming. If another Resistance roll is failed then the victim collapses into a coma, finally a third Resistance roll is made to avoid the ultimate Condition: Death.
__Antidote/Cure__: Cure Disease spells and certain kinds of forbidden alchemy. It is an extremely virulent disease and spreads like wildfire through the beggar community.
__Maiming__:Victim suffers a permanent loss of 1 Hit Point in the location(s) affected, due to necrosis of the injured tissue. |