DMG Tables
The Project
The Tables
Treasure
>
Value of Gems & Jewels
Value of Jewelry
Hirelings & Henchmen
>
Followers
Skill of Hireling - Armorer
Skill of Hireling - Jeweler
Mercenary Troops For Hire
Sage Generation
Spells & Magic
>
Magic-User/Illusionist Starting Spells
Conjure Animal Results
Locate Animals Result
Locate Plants Result
Summon Animal Results
Monster Summoning Results
Detecting Invisibility
Miscellaneous
>
Secondary Skills
Age
Contracting Disease
Contracting Parasites
Spying
Lycanthrope Involuntary Shifting
Travel
>
Becoming Lost
Weather At Sea
Exploration/Combat
>
Listening At Doors
Encounter Reactions
Disease/Disorder Determination
Chance of Contracting Disease
Base Chance (2%)
Currently diseased?
Crowded Conditions?
Filthy Environment?
Character is Old?
Marsh, Swamp or Jungle?
Hot or Moist Climate?
Character is Venerable?
Exposed to Disease Carrier?
Cool Weather or Climate?
Cold Weather or High Mountains?
At Sea for Two Weeks?
Total Chance of Catching a Disease:
%
Modifying Factors
Constitution 3 or Less?
Constitution 3-5?
Already has Chronic Disease?
Already has Severe Parasite?
25% or Less Hit Points?
Constitution 10-12?
Constitution 13-15?
Constitution 16-17?
Constitution 18?
Total Modifier to Occurence/Severity: