Externally manifesting as round marks on the skin like ringworm, this fungal infection soon spreads to the nervous system. The corpses of victims that succumb to coward’s mark sprout thousands of fruiting bodies 1d4 days after death, spreading the infection on the wind.
Type disease, contact or inhaled; Save Fortitude DC 13; Onset 1 week; Frequency 1/day Initial
Effect:1d2 Dexterity damage and 1d2 Wisdom damage. If the victim fails two saving throws 2 days in a row (not counting the initial save), he develops a secondary effect, or the existing secondary effect worsens. Curing the affliction immediately removes all accumulated secondary effects.
The first time the disease progresses, the victim becomes shaken whenever other creatures (including allies) are within 30 feet. After the second progression, the victim must succeed at a Will saving throw (DC equal to the disease’s save DC) or become frightened each time any creature approaches within 30 feet. The victim needs to attempt a saving throw against any specific creature only once every 24 hours.
With the third and final progression, the disease’s save DC increases by 2, and the reaction upon a failed save increases to panicked. After the third progression, the victim feels safe only in complete solitude. The secondary effects of coward’s mark are mind-affecting fear effects.
Cure: 3 consecutive saves