TEXT: Names:  Night splotch, the catching yawn, 
  LaTorra's complaint, purple ring worm, 
  tavern cough, Spanterhook fever, slow sleep, 
  Vancian palsy, Koebel pigmentation,  scages, 
  huge face, ghostburn, Harper's amnesia,  
  gnoll mold, Dowler gout, swamp rot, fey bites,  
  dragonscale, Mcdaldno’s abnormality. 
  Ailments & Maladies 
  Sources: Vermin,  birds,  insects,  the air, 
  unlabeled vials,  fouled food or water,   
  tainted objects,  close proximity,  sex,  
  corpses,  strange ores, necromancy,  curses, 
  mutation,  traversing portals,  monsters,  
  untreated wounds,  the gods, blighted plants. 
   
   
   
   
   
   
   
   
  The Common Cold 
  Description:  It’s just a cough.  It’s the 
  weather, you see.  It’s OK, I’m just getting over 
  it.  The common cold, they all have it.  It slows 
  them down, makes them weak, and it’s quite 
  the bother.  If only they would keep it to 
  themselves.    
   
  Danger: A sick person with catching virus 
  Grim Portent: It starts with a sniffle. 
  Grim Portent: Fatigued and sneezing, you are 
  highly contagious. 
  Grim Portent: You are death warmed over. 
  Impending Doom: You wake up feeling fine. 
   
  Stakes: Will they spread their germs to others? 
  Stakes: Will they find a cure? 
   
  It's Nothing 
  When you come into contract with someone 
  who is ill, you may add the temporary bond: 
  _______ got me sick. Tell the GM to note 
  your exposure. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A Little Something by Marshall Miller 
  for Sage LaTorra and Adam Koebel’s 
  Dungeon • World 
  www.dungeon-world.com 
   
  The Plague 
  Description: The alchemists say the illness 
  takes hold in the fleas, who ride the rats, 
  who infest the towns, that house the 
  people.  We know better, don't we.  We 
  know it's the gods’ punishment for 
  forgetting their ways and glorying in the 
  splendor of our towns and cities.  It's our 
  punishment for daring to think we no 
  longer need them.  That's why only the 
  temples are able to heal the disease. 
   That's how they remind us. 
   
  Danger: Exposure to rodents, of usual size 
  or not 
  Grim Portent: It starts with a fever and 
  chills. +Sick 
  Grim Portent: Buboes develop around 
  your neck, arm pits, and groin. +Weak 
  Grim Portent: Confusion sets in as you 
  succumb. +Stunned 
  Impending Doom: Death comes to claim  
  you, personally. 
   
  Stakes: Can they reach the temple in time? 
  Stakes: How will they be treated when 
  they can no longer hide their illness? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The Uncommon Cold 
  Description: The uncommon cold is an 
  insidious disease thought to originate among 
  the scant mammalian populations of the plane 
  of ice, which dwell among the elementals' 
  spawning pools.  Starting with a chill the 
  disease progresses until ice encrusts the body 
  and the entirety of the creature is absorbed 
  into a body of ice. 
   
  Danger: An animal, frozen in the ice 
  Grim Portent: A slight chill that lingers even 
  around the hottest campfire. 
  Grim Portent: Frost forms around your chest 
  and then spreads to your limbs. 
  Grim Portent: Ice begins to form on your body 
  despite attempts to melt it. 
  Impending Doom: Become one with the ice. 
   
  Stakes: Will they merge with the ice? 
  Stakes: What will the ice reveal? 
   
  Merge with the Ice 
  When you merge with the ice, your body is 
  taken into the ice and you can move, slowly, 
  through it.  Only an ice elemental can release 
  you from the tundra, glacier, iceberg, or lake. 
   
   
   
   
   
   
   
   
  Disease: Heroes roll the dice with their health all the time but some blows they never see coming.  Illness, like its sister justice, is blind.  It 
  overtakes the rich and the poor, the lawful and the chaotic, heroes and villains alike.  In Dungeon World, diseases can be represented as fronts.  
  Like other fronts, they describe what will come to pass if the players do not intervene and their progression is determined by the GM and 
  advanced when players miss rolls or present golden opportunities.  Unlike other fronts, diseases are pinned to specific characters.  While 
  horrible for the character, diseases present an opportunity for the player – giving them a shtick, making them a focus of play, giving them 
  nothing left to lose, or freeing them to walk among the sick. 
  
  The Surgeon 
  When you cut on someone for their own good, 
  you may take this move the next time you 
  level. (If you choose not to, you must fulfill the 
  conditions again before having this option.) 
   
  Amputate 
  When you carefully sever a useless limb, you 
  may undo all Damage from your patient's last 
  wound but your patient takes the weak 
  debility.  
   
  Once you’ve taken “Amputate,” the following 
  moves count as class moves for you. In 
  addition to your normal list of moves, you may 
  choose from this list when you gain a level. 
   
  Triage 
  When you Discern Realities, you may also ask: 
  ▪ Who here can I save? 
  ▪ Who here needs care most urgently? 
   
  Narcotics 
  When you take away their pain, roll+Int.  On a 
  10+, they hold 3.  On a 7-9, they hold 2.  Their 
  holds must be spent, one for one, on their next 
  rolls, to ignore any damage they sustain.  Ask 
  the GM to roll their damage in secret and, after 
  the last hold is spent, the damage applies all at 
  once. 
   
  Scalpel! Scalpel. 
  When you use your tools to treat them, 
  roll+Attendants present.  On a 10+, choose 1. 
  On a 7-9, both: 
  ▪ You deal 2 damage 
  ▪ You remove 1 debility 
   
  Break the News  
  When you tell them just how bad off someone 
  is or isn’t, you can use your composure as 
  leverage to Parley. 
   
  Making a Hospital 
  By default, a hospital is Poor, Steady, Patron, 
  and has a Personage (Doctor).  
   
  If a hospital is a operating, choose one: 
  -The hospital is well supplied. +Resource 
  -The hospital is well defended. +Defense 
  -The hospital is mobile. +Field 
  -The hospital is remote. +Safe 
   
  Choose one problem: 
  ▪ The hospital is home to spirits of the dead. 
  +Haunted 
  ▪ The hospital is has been commandeered. 
  +Occupied 
  ▪ The hospital is running low on supplies. 
  +Need 
  ▪ The hospital has been disavowed. –Patron 
  ▪ Not everyone is welcome at the hospital. 
  +Enmity 
   
   
  Hospital Names: Fairmont, Redwood,   
  River's Bend, Greenvale, South Valley,    
  White Camp, East Bend, Lily Glade, 
  Marblehold, Templegrounds, Bellmount. 
   
   
  Pestilence 
  When a steading is beset by sickness, magical 
  or mundane, the steading takes –Population 
   
  Looters 
  When looters are drawn to a steading's easy 
  pickings, due to disease or disaster, the 
  steading takes –Prosperity. 
   
  Plague Doctors 
  When charlatans arrive at a steading with the 
  promise of a cure, it may exchange                   
  –Prosperity for +Religion (science). 
   
   
  Hospital Tags 
  Capacity 
  Empty: Not a bed unmade, no whimpers of the 
  sick. 
  Operational: Patients come and patients go, 
  business as usual. 
  Full to the bed: There is no more room for new 
  patients and many await attention. 
  Overflowing: The sick and wounded fill every 
  space, some are turned away and more loiter 
  nearby with nowhere to go. 
   
  Infected: The patients and caretakers alike 
  have all become infected.  For now, the able 
  comfort the dying. 
   
  Field: Field hospitals are small tent cities, 
  erected near battlefields or other disasters, to 
  care for the sick and wounded. 
   
  Occupied: The hospital has been taken over to 
  better meet the needs of a specific group. 
   
  Patron: The hospital is supported by an army, 
  a lord, or a faith. 
   
  Haunted: The spirits of those who have died 
  here come and go as they please. 
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Expansion Content/Ailments and Maladities.pdf