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Original and adaptations from 1e and 2e.

The Clap

One of the most common infections among promiscuous adults in the Empire, the Clap (or the Drip) is contracted from sexual contact with an infected person. The first symptoms mild, a sore throat and a slight rash, especially in the genital area. Left untreated, the rashes will spread into a pox across the body and the infected person will begin to discharge pus from their genitals and have pain urinating.

Contraction: If you fail an Average (+20) Endurance Test after any sexual contact with an infected person.
Incubation: 1d10 days
Duration: 1d10 months
Symptoms: Lingering (Challenging), Malaise, Pox


Contracted by coming into contact with fluorspore, fluorosis first causes the patient’s infected skin to glow with a purple-blue phosphorescence which is bright enough to read by and can be seen at distances up to 1 mile away. After 1d10 days, the spores turn into a black Pox as they mature and the victim suffers Malaise (stage 1). If the infected skin is touched or the patient moves appreciably, the poxes will erupt flurospores, making the patient very dangerous to treat.

Left untreated, patient will develop mild Fever Toughness Bonus days later (stage 2). The Fever will become severe after another Toughness Bonus days, leaving the patient bed-ridden and Unconscious (as per WFRP p. 188)(stage 3). If allowed to deteriorate, the patient will develop Gangrene, usually in the location originally infected, and linger for another Toughness Bonus days, then die (stage 4). Patients killed by fluorosis erupt into a new fluorspore mould mass.

Fortunately, the cure for fluorosis is common, if dangerous. During incubation while the spores are glowing on the skin, oil of belladonna can be rubbed on the affected skin, killing the spores and rendering the infection inert. Once progressed to stage 1 or beyond, the patient must ingest a tincture made from the same oil of belladonna, which is poisonous itself. It takes 1d10 daily belladonna treatments to cure the patient, and the disease can still progress while treatment is ongoing. Assuming the patient can survive repeated belladonna poisoning and the disease not progress to the end of stage 4, the patient will be cured, although the Malaise will linger for 1d10 days afterwards and any gangrenous body parts will need to be amputated and burned. Note that belladonna oil is a Challenging (+0) poison with Convulsion side-effects.

Contraction: If you fail a Challenging (+0) Endurance Test after coming into contact with fluorospores.
Incubation: 1d10 days
Duration: Until death or cured
Symptoms: (Stage 1) Pox, Malaise; (Stage 2) mild Fever; (Stage 3) severe Fever; (Stage 4) Gangrene, Death

Neiglish Rot

This insidious disease is rightly the most feared of all the Empire’s ills. Whilst most sicknesses destroy the body, this loathsome rot eats away at the very soul of its victim. Sufferers exhibit boils, fever and violent fluxes as the rot withers their frame to leprous proportions. Most end their lives before the final stages of the disease, for the disturbing changes it wreaks upon ones frame are enough to shatter one’s sanity. Many whisper that this illness is the work of the Fly Lord, casting his net to snare souls to his service. Only the mightiest of Shallyan healing magic can cure Neiglish Rot. For most victims, it is a death sentence.

Many sufferers of this terrible disease slip into madness, or at the very least, commit suicide to avoid experiencing its nastiest effects. Neiglish Rot kills slowly, sometimes taking weeks for the victim to succumb to its ravages. What’s worse is that mutation almost always occurs, too, so that even those victims who manage to recover can look forward to a fiery death strapped to a witch hunter’s stake.

Neiglish Rot spreads through contact. The infected merely has to touch another to spread its taint. Occasionally, this plague pops up on its own but individuals can catch it in a variety of other ways, including being struck by an infected Champion of Nurgle, stepping in a sticky pool left by a Great Unclean One, or by touching a Death Head. Such exposures are all blessedly rare.

If a person dies from Neiglish Rot, there is a 1 in 10 chance they will transform into a Plaguebearer of Nurgle.

Neiglish Rot is a constant source of Corruption. The victim must make a Challenging (+0) Endurance Test each day or gain 1 point of Corruption. The disease constantly corrupts the body and mind, mutating the victim and driving the victim mad (see WFRP p. 182-182).

Contraction: Contact with anything already infected with Neiglish Rot: requires a Very Hard (-30) Endurance Test to resist each contact.
Incubation: 1 day
Duration: 33 days
Symptoms: Buboes, Fever, Flux (Severe), Minor Corruption (see above)

The Puke

The biting and blood-sucking things of the Cursed Marsh are rife with disease, the most common of which is the Puke. The disease fills the lungs and stomach with a foul fluid, resulting in eruptive nausea and coughing fits. Treatment involves at least a day of rest in a clean environment and plenty of hot liquids.

Contraction: If you fail an Average (+20) Endurance Test when bitten by an infected insect or leech (endemic within the Cursed Marsh).
Incubation: 1d10 hours
Duration: 1d10 days
Symptoms: Coughs and Sneezes, Malaise, Nausea

Under a Deadly Moon
Under a Deadly Moon

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