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Plague
Written by Creighton Broadhurst
Cover Art by Jeremy McHugh
Editing by Joseph Browning
Layout by Suzi Yee
Playtesters: Dr. Karen Broadhurst, Andy Hodges, Eric Menge,
and Sam Weiss.
Table of Contents
Foreward..............................................................................2
Chapter One: Plague Genesis ..............................................4
Chapter Two: In Plague’s Grip.............................................9
Chapter Three: Aftermath..................................................13
Chapter Four: Player’s Toolkit...........................................17
New Equipment..........................................................17
New Magic Items........................................................17
New Rituals................................................................20
Chapter Five: GM’s Toolkit...............................................22
A Torrent of Death......................................................22
Skill Challenges..........................................................24
New Templates...........................................................26
New God.....................................................................29
New Artifact................................................................30
New Monsters.............................................................31
Plague Locations.........................................................33
Plague NPCs...............................................................37
Glossary .............................................................................39
DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK,
DUNGEON MASTER’S GUIDE, and MONSTER MANUAL are trademarks of Wizards of the Coast, Inc. in the USA and
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mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, Inc., and are used with
permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System
Reference Document, available at www.wizards.com/d20.
DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt;
DUNGEON MASTER’S GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen
Schubert and James Wyatt © 2008 Wizards of the Coast, Inc. All rights reserved.
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Foreword
he Great Pestilence. The Black Death.
The Great Mortality. Few events in
the history of the world awaken such
feelings of dread, fear, and impending
doom as the arrival of plague.
Plague can ravage whole nations or
continents, devastating populations,
annihilating communities and shat-
tering the rule of law. In the grip of
a truly virulent contagion, economies
crumble, chaos reigns, and society
irrevocably changes as the survivors emerge into a quieter, emptier
world. Particularly savage outbreaks can topple city-states, kingdoms,
and even empires, plunging whole regions into anarchy and war.
Plague is a killer on a truly epic scale, responsible for more
deaths, misery, and suffering than all but the most genocidal and
hard-fought of wars. Even the foulest atrocities of the most energetic
and black-hearted of tyrants pale into insigniicance compared to the
destructive might of the plague.
A society gripped by plague descends into a nightmare from
which death is the most common deliverance. The sick are shut up in
their homes to die, graveyards overlow, neighbors turn against one
another, and parents abandon their infected children to die. Trade and
industry cease as survivors limit their exposure to the aflicted in a
desperate bid for survival. Taverns, pubs, and other places of public
assembly close while those lucky enough to escape infection pray to
the gods for deliverance. In short order, public services – such as they
are – are overwhelmed and collapse. Law and order breaks down,
refuse and the bodies of the dead litter the streets, and the essential
business of the land grinds to a halt.
As the plague rampages through the streets, the aflicted die in
ever-increasing numbers. As is typical in such situations, it is the poor
that suffer the most, dying in their thousands. Those with the funds, or
the means, lee; some already carry the contagion and spread it into the
surrounding countryside gifting previously untouched settlements with
misery, suffering, and death. The rich retreat to their country estates,
pay clerics to provide the much coveted Remove Disease ritual, or
isolate themselves behind high walls, praying for deliverance.
Hysteria, persecution, and bigotry stalk the streets. The strain
of living in such conditions drives many unfortunates mad, while
others seek scapegoats upon which to vent their anger and frustration.
Minority groups and followers of certain gods are both fair game to
such people. Public lynchings and murder become commonplace as
people seek to protect themselves, placate the angry gods responsible
for this terrible pestilence, or take advantage of the chaos to right old
wrongs or use it as an excuse for personal gain.
In the bleakest depths of this nightmare, charlatans offer hope
in the form of expensive elixirs and cure-alls guaranteed to heal the
imbiber, if only the purchaser can afford it. Alongside such odious
individuals the few clerics and apothecaries that have not led labor to
control the outbreak and to cure the infected. Without an understanding
of basic hygiene and virology, however, such efforts are all but useless.
Without restorative magic, most of the aflicted are inevitably doomed
to suffer a lonely, drawn-out, and agonizing death.
Eventually the contagion burns itself out or moves on, leaving
shattered villages, towns, and cities in its wake. The survivors emerge
to a completely different world. In cases of severe plague, the old
social order disintegrates. Fields lie fallow, cattle wander untended,
villages are slowly abandoned, food is scarce, and the survivors’
For four years between 1347 and 1351, the Black Death
stalked across Europe mercilessly savaging villages,
towns, and cities. In its wake, it left a trail of death
and suffering unparalleled in human history until
the titanic battles of World War II six centuries later.
Europe became a charnel house. Over the next hundred
years or so, as successive waves of disease savaged the
continent, millions died either by contracting the
plague or as a direct result of the chaos and social
upheaval that followed. Conservative estimates place
Europe’s death toll at somewhere between one-third
and one-half of its entire population, while other, more
apocalyptic accounts suggest that up to 75% of the
population died. In China, during approximately the
same period, the population fell from approximately
120 million to 60 million.
quality of life plummets as they struggle merely to survive. In such
conditions, opportunists are quick to strike, staking claim to, or buying
up at ludicrously low prices, vast swathes of land. Such developments
can spell the death knell of the established order as the balance of
power within society shifts.
Plague is also a catalyst of change, and some good can come
from the unspeakable suffering and torment. Epidemics and
pandemics are often followed by periods of unbridled creativity and
advancement. Technological and magical advancements improve the
lot of the common folk, while society often enjoys something of a
renaissance as the old ways are cast aside in favor of new traditions,
laws, and values. Wealth and land are redistributed into fewer hands,
meaning that after some short-term deprivation the general standard
of living increases dramatically. During such times of change,
opportunities abound for social advancement or general enrichment.
When the plague struck, PCs could be but landless adventurers no
different than many thousands of others roaming the land. After the
plague relinquishes its ebon grasp, however, they could have risen to
prominence perhaps becoming great merchants, renowned champions
of good, or even nobles holding high title and great estates.
Three Caveats
Plague explores the effects of a powerful contagion upon a fantasy
medieval society and provides GMs with the tools for using a plague
as an exciting backdrop or as the driving force in a campaign.
However, when reading this sourcebook, the GM should keep three
things in mind.
Caveat One
This sourcebook is not an in-depth treatise on the epidemiology of
plague. Rather it streamlines the concept of plague to enable fast and
enjoyable game play without bogging the GM down with such details
as the exact species of rat believed to carry the plague-carrying leas or
the reason why one kind of plague mutates into another.
For example, during the Black Death different varieties of the
plague – bubonic, pneumonic, and septicemic – had different mortality
rates, infection methods, and origins. While the exact bacterial
differences between the various types of plague is no doubt fascinating,
this level of realism is not required, or even desirable, at the game
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fail often leaves a bad taste in the players’
mouths. That said, plague is also an agent
of change. If you want to shake up your
campaign or prepare for a new game
system or edition, a plague can be just the
thing to explain the mechanical changes
“in game.”
How To Use This
Supplement
To make full use of Plague , the GM
needs the D&D 4 E P LAYER S H ANDBOOK ,
D&D 4 E D UNGEON M ASTER S G UIDE ,
and D&D 4 E M ONSTER M ANUAL while a
players needs only the D&D 4 E Player’s
Handbook . A short glossary (page
39) presents brief deinitions of the
plague-speciic terminology used in this
sourcebook.
This supplement comprises ive chapters
each of which deals with a separate aspect
of plague. Throughout the work are
sidebars with germane historic incidents
illustrating the effects of plague in the
real world as well as helpful tools to use
in conjunction with this work.
Chapter One presents information on how plagues
spread across a continent.
Chapter Two provides a view of how the onslaught of a
virulent plague affects a society.
Chapter Three details the aftermath of a plague; how it
changes the structure and ethos of a society, and so on.
Chapter Four presents new equipment (both magical
and mundane) as well as new rituals.
Chapter Five details a number of fully leshed out
encounters and NPCs for use in a plague campaign as
well as presenting ive plagues; new monsters; templates;
and a new god – The Mottled Lord – and his fell artifact,
the Ebon Shroud .
table. Having an outbreak of septicemic plague, widely regarded
as the deadliest of plagues, because “that’s what would happen in
the real world” is not the best reason to inlict such an outbreak on
your campaign. While it has its place in the game, a contagion with a
mortality rate of nigh 100% and the ability to kill its host in less than
24 hours is not something to which you would necessarily expose a PC
(short of terminally stupid where the PC deliberately exposed himself)
unless you are seeking to transition your campaign in a major way.
After all, falling before the mighty blows of a ire giant king, while not
ideal, is acceptable to many players while dying because you failed at
a number of very hard Endurance checks is not.
Caveat Two
A certain amount of controversy in academic circles currently
surrounds the exact nature of the Black Death. The overwhelming
weight of scientiic argument blames leas carried by rats as the
carriers of the deadly contagion, but Susan Scott and Christopher
Duncan in their book Return of the Black Death recently argued that
the Black Death was in fact an outbreak of haemorrhagic plague. This
sourcebook does not attempt to weigh the validity of these opposing
arguments. Rather, it shows how you, the GM, can introduce a plague
into his campaign in an exciting and quasi-realistic fashion. For
GMs who seek even more versimilatitude, or who want to do further
background reading to make their own minds up on the rights and
wrongs of the various arguments, a list of good books on the subject
appears in Further Reading.
Real World Knowledge vs. Game Play
It is possible that your players’ real-world knowledge
may inluence their in-game actions; for example,
when the plague strikes perhaps “inspiration” strikes
and they start to slaughter all the rats they can ind
in a given community. This isn’t necessarily a disaster
because the GM is under no compulsion to have the
plague savaging his campaign world be an exact
carbon copy of the historical plague. Thus, while it
is a generally accepted fact that bubonic plague was
spread by leas carried on rats, in the GM’s world it
could be the leas of the common housecat or dog. In
rural communities, horses, cattle, or even pigs could
carry the deadly leas. Indeed, in a fantasy campaign
dense patches of rotten air or a rare alignment of
celestial bodies could spawn plagues. Remember this
is a fantasy game; don’t let real-world biology dictate
in-game fun (unless it suits your tastes!)
Caveat Three
A GM should be extremely careful before unleashing a plague into
his campaign world. While initially it can seem like a really cool idea,
if left unchecked through PC inaction or quest failure, it can destroy
years of careful campaign building or require a massive amount of
deus ex machine on the part of the GM to put matters right. Consider
the implications carefully as having NPCs save the day after the PCs
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Chapter One: Plague Genesis
lague can enter a society through
one or more of the following routes:
migration, natural disaster, trade, war,
or magical attack. In many cases,
a combination of events triggers
an outbreak. For example, perhaps
an earthquake or volcanic eruption
triggers an outbreak of plague, which
the survivors then transmit to visiting
merchants. Those merchants return
home and spread it to their families
who in turn infect their acquaintances. As the tide of infection ripples
outwards in many cases it is impossible to tell how a plague takes hold
in a given family or neighborhood. This chapter discusses each of the
infection methods in turn.
With the exception of a magical plague deliberately introduced
into a society, plagues do not simply spontaneously erupt. Naturally
occurring plagues (that is those not created by magic) often start out in
some remote area of the world before slowly migrating across nations
and continents savaging all in its path.
As the irst rumors swirl around taprooms and marketplaces
describing terrible events in far off lands, few show any real concern.
After all, how could events hundreds, or even thousands, of miles away
affect life in the locality? In societies where most people live and die
without travelling more than a score of miles from their home, nations
hundreds or thousands of miles away seem impossibly distant and all
but unreachable. However, as the plague approaches a community,
the level of concern it spawns increases. While it may take many
months – or even years in some cases – for a plague to reach a given
community, there is little that the populace can do to prepare for its
assault beyond leeing. Before the plague itself reaches a community,
survivors of villages and towns already ravaged by it may arrive like
harbingers of doom. In many cases, this is the means by which plague
enters an otherwise uninfected settlement. The lurid tales of death and
suffering on a terrifying scale serve to further inlame the populace’s
fears perhaps leading to riots, persecution, or mass hysteria.
In general, when considering how to introduce plague into your
game world, keep in mind that a contagion (with the exception of those
created by magic) requires a host to transport it. This principle remains
the same whether the plague has a particularly long incubation period
(in which case humans can carry it long distances before succumbing)
or if it kills relatively quickly (making its progression across a continent
far slower). In many cases, both humans and a particular kind of animal
(or its leas) can spread the disease. Of course, plague travels much
further if it manages to take hold in a seaport. In campaign with high
levels of magic, hubs of magical transport – locations with permanent
teleportation circles and such like – serve to spread plague over huge
distances extremely quickly.
Although the plague progressed quickly through the
countryside, a wave of people leeing its effects often
gave warning to communities in its path days, or
even weeks, before it actually arrived in all its malign
glory. With little practical preparations to make, those
dwelling in its path had little to do but wait, worry,
and pray.
In European history, the main conduit for plague
into mainland Europe was the siege of the Genoese city
of Caffa in the Crimea by a Tartar army in 1347. While
the plague almost certainly entered the continent in
other places around the same time, the savage ighting
in the Crimea served as the catalyst for the plague to
burst into Europe.
While no complete accounts of the ighting survive,
legend has it that the siege of Caffa saw one of the irst
ever instances of biological warfare when the Tartars
catapulted corpses of their plague-dead into the city.
The survivors of that terrible conlict took to their
ships and retreated to the European mainland bring
with them tales of slaughter and death. Unbeknownst
to them, they also brought with them plague.
When oficials made the connection between
Genoese ships sailing from Caffa and the outbreak
of plague they took strenuous measures to expel
said vessels from their harbors. In many cases, their
precautions came too late with plague beginning to
ravage the population shortly afterwards. Expelled
vessels wandered the Mediterranean moving from
port to port until inattentive harbormasters granted
them entry or until all their crew were dead. Some
of the vessels were found washed up and abandoned
along Europe’s coastline while others disappeared into
legend, their fate unknown.
by the enemy or destroyed. Displaced persons, deserters, or stragglers
wander the countryside looking for food or a safe place to rest
War also disrupts the essential business of the harvest and brings
trade to a virtual standstill (both of which can lead to widespread
starvation.) Additionally, numerous studies have shown that high
levels of stress - endemic during times of war – can depress immune
systems, making such individuals more susceptible to disease.
Land-based Trade
Trade is often the engine that spreads plague. Well-established
trade routes running through peaceful areas provide the means by
which infected persons or goods can travel long distances in relative
safety. Only merchants trading highly portable, valuable items such
as precious gems, spices, and so on use magic to speed their travel.
Those dealing in heavier or bulky items, though, travel only at the
speed of a horse-drawn cart. This means that plague travels slowly and
predictably along such routes, devastating one village or trade stop at
a time before spreading out along the network of secondary roads and
tracks to shatter surrounding communities.
Such slow progress gives plenty of time for communities in the
path of the plague to prepare for its arrival, if anyone actually heeds
the warnings carried by surviving travelers. However, many if not
War
War is an eficacious catalyst for plague. Not only are the agents of
war are a mobilized force that travel long distances, war has a habit of
creating many of the ideal conditions in which a contagion can spread.
Dead bodies litter the countryside as skirmishes and battles drive large
bodies of people back and forth across the landscape. Other people
are forced to live in conined spaces when attackers besiege castles or
settlements. Buildings – and in exceptional circumstances entire villages
or towns – are damaged or destroyed and food supplies are either seized
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In medieval Europe, it took 8-12 months to travel from
China to the Crimea, but within a decade the plague
had visited almost every region of Eurasia. Although
the plague slowly crept across the sparsely inhabited
steppes, once it reached Europe’s densely populated
heartlands it raced through the populace.
A Magical Society: Silk Road by Suzi
Yee presents in detail how a trade route operates,
what factors engender great overland trade routes,
what elements accompany their existence, and how
caravans function on historic and fantasy terrains.
A Magical Society: Silk Road (also produced by
Expeditious Retreat Press) is available as a book at
FLGS and at www.XRPshop.citymax.com, as well as a
PDF from www.YourGamesNow.com.
stampede of peasants intent on carrying away anything of value. Even
when the irst eager looters clamber on board they may not realize
that something is terribly wrong. As they move through the vessel,
however, they inevitably come across bodies of the plague dead,
possibly becoming infected themselves. Even then, unobservant,
stupid, or desperate looters may still remove trade goods, personal
possessions, and so on from the ship further increasing the chance of
their own infection.
all communities on a trade route rely on the travelling merchants
for their very survival. Such communities – except in the direst
circumstances – are unlikely to turn away a seemingly healthy
merchant and his entourage. The demand for rare and exotic goods
and the greed of merchants may stymie oficials from enacting any
truly effective countermeasure until too late. Even when the danger
is fully recognized, avarice or vested interest may foil attempts to
enable sensible or effective preparations. There are always those in a
community ready to bend or break quarantine for monetary gain. Once
the plague gets a foothold in a community there is rarely anything that
can be done to halt the ensuing onslaught of death and suffering.
Migration
Migration can carry plague extremely long distances. Wherever large
groups of people move, disease lurks ready to strike, especially if the
migration results in the co-mingling of people from two different
germ pools. In particular, if the migrating people have a full or partial
immunity to the disease they carry, they can travel incredible distances
before they succumb to the contagion (if they ever do).
Migrating peoples, particularly if they travel in large numbers,
have an imperative to reach land upon which they can settle quickly;
thus, they move as swiftly as possible. Large groups can also strip
bare the countryside of food and other consumables. Such activity is
a powerful incentive for them to move quickly to their destination, as
is the ire of those already dwelling in the area whose livelihoods they
endanger. Remember, migration is often the impetus and result of war,
which further improves the conditions in which plague revels.
Migration is also an excellent way to introduce new races and
cultures into your campaign. A new race could suddenly appear in
the borderlands of an established kingdom after leeing some terrible
enemy or cataclysmic natural disaster. Migration, for the same reasons,
can also happen across the planes giving the GM the opportunity to
introduce more exotic races into his campaign (such as tielings or
dragonborn) if he so wishes.
Sea-based Trade
The passage of merchant vessels is far less predictable than that of
land-bound traders. Once a vessel sets sail it can essentially end up at
almost any port. Vessels carrying plague, however, tend to be limited
to ports within relatively short sailing distances. This is because there
is a limit to how far an infected crew can sail a ship before there are
not enough healthy sailors left to crew the vessel. In such a closed
environment, it is virtually impossible to escape infection for any
length of time.
Travelling aboard ship, plague can leapfrog along a continent’s
coastline possibly even infecting multiple ports before infection
renders the crew incapable of further progress.
Even when the crew is all dead, the ship can still infect others.
Vessels run aground are traditionally a rich source of loot for those
living in nearby communities. News of such a ship likely results in a
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