TEXT: Servants of Plague
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  Servants of 
  Plague
  A site-based adventure for 2 – 4 players of 1 to 3
  rd 
  character level.
  Created with the Labyrinth Lord™ game system in 
  mind, but compatible with any classic edition 
  roleplaying game.
  DM's Introduction
  Servants of Plague is written in a fairly freeform style 
  Of module design. This module is designed to be
  tinkered with, adjucated, and adjusted to fit the DM and 
  his players. No two groups are alike, and the most 
  flexible module is the most useful. Servants of Plague is 
  flexible indeed! Every area has a rough description and
  mentions what inhabitants might be found therein, as 
  well as possible treasure and other considerations. Feel 
  free to improvise and modify as you see fit- it's half the 
  fun, after all!
  The only requirements are that there must be, 
  somewhere, a town near a river and some sort of 
  wilderness for the fortress-turned-temple to occur in.
  Servants to Plague can work well as an introduction to 
  Labyrinth Lord, as it was designed first and foremost as 
  an easy-to-run, thematic one-shot adventure that features 
  a motley band of low-level mercenaries/heroes sallying 
  forth and helping the world become a little better. 
  Enough blathering- Good Luck, and Have Fun!
  Player's Introduction 
  Deep in the forest, a smashed and abandoned fortress, once 
  the proud and stout home of the Lord Gelens, has been 
  claimed  by  a  cult  of  demon-worshipping  orcs.  Their 
  worship has led them to be "blessed" by corpulent, rotting 
  forms, and the power to spread a virulent disease in their 
  bodies, to which they are immune. The Duke has quietly 
  put out a bounty on the heads of their leader, an enormous 
  gray-skinned orc known as Rot-Spawn. While the plague 
  orcs make relatively frequent raids on nearby settlements, 
  the real problem is that the  fortress-temple of the orcs is 
  upriver of the town of Helmsford. The diseased presence of 
  the orcs is causing the town downriver to sicken, starting 
  with the children and the elderly, but slowly spreading even 
  to the healthiest townsmen. 
  Three of the Duke's rangers, led by a man called Felmarn, 
  give the players horses and rations, and show them the way 
  to the fortress. They stop at the edge of the forest, point out 
  the way, and stay where they are to make camp. They 
  encourage the players to continue on to the fortress- the 
  rangers will be “here if they are needed and not before,” 
  they grudgingly tell the players.
  The players find themselves in front of a gigantic iron door, 
  and the adventure begins...
  Servants of Plague
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  Important Characters
  Duke Branal:
  The ruler of the city. Can be demoted in stature (ie. 
  Mayor Branal, Chancellor Branal) to fit the situation or 
  squeeze him into a pre-existing campaign. Duke Branal 
  is a middle-aged man, with a large nose and a stern but 
  fair demeanor. He wears his greying black hair to his 
  jaw, rough-cut. He is used to being respected, and is a 
  fair swordsman. 
  Magister Harman:
  The high administrator of the Duke's city. He is the 
  Duke's most trusted official, elected from the the local 
  merchant's guild to serve as the representative. As the 
  merchants have a vested interest in the town's growth 
  and well-being, and the Duke allows the merchants to 
  do  as  they  will  as  long  as  they're  law-abiding  and 
  peaceful, there are no problems between the merchants 
  and the Duke. Harman is a moderately obese man with 
  a broad smile and thick brown hair, cropped short. He 
  wears a medium length beard and prefers a dark red 
  tunic with green trim. 
  Felmarn, Ranger Captain:
  Captain of the rangers that show the adventurers the 
  way to the fortress. He, and his rangers, are gruff and 
  uncommunicative- this hasn't been the first party they've 
  led to the plague orcs' doorsteps. As a result, they're 
  more  than  reluctant  to  continue,  and  are  generally 
  unwilling to provide much equipment.
  Phugnararhl:
  Demon  God  of  Plague,  and  the  orcs'  newest  god. 
  Phugnararhl's worship is all but unknown amongst the 
  civilized people of Helmsford and the surrounding lands, 
  as  who  but  a  maniac  would  worship  a  being  who 
  promises  a  slow,  painful  death  in  return  for  one's 
  service?  His  image,  which  is  inside  the  Temple, 
  resembles  an  enormous,  bloated,  hunchbacked  orc,  with 
  rotting skin and a gaping, drooling maw filled with fangs.
  Rot-Spawn:
  An  enormous,  obese,  gray-skinned  orc.  He  resembles 
  nothing so much as a bloated zombie, but has the mind and 
  reactions  of  a  fully-functioning  orc  cheiftan.  He  is  the 
  domineering muscle behind Gnarlstaff's clever manipulation. 
  He wields the Filthsword.
  (AC 5, HD 2, hp 13, THAC0 17, DMG 1d8+2 Save F3, 
  ML 11)
  Gnarlstaff:
  The lead cultist, and high priest of the Plague God, he is 
  responsible for the transformation of the orcs into horrible 
  plague-beings.  Gnarlstaff  is  in  the  advanced  stages  of 
  decay- his flesh is grey and rotten, his eyes are clearly non-
  functional, and his hands are bony claws. He is clearly 
  insane, but not stupid. If it looks like he's losing, Gnarlstaff 
  has no reluctance to flee. Gnarlstaff can cast 3 spells during 
  the  encounter,  and  will  choose  to  cast  reversed  Bless, 
  Protection From Good, and Inflict Light Wounds as the 
  situation suits him. He wields the Gnarlstaff.
  (AC 8, HD 2, hp 8, THAC0 18, DMG 1d6, Save C3, ML 
  10)
  Orc Sergeant:
  Lightly armored and equipped with a battleaxe, the sergeant 
  is  less  decayed  than  most.  He  wears  a  crested  bronze 
  helmet in addition to his scale mail and wields a great iron 
  spear. In battle, he splits his time between commanding his 
  fellow orcs and actually fighting. 
  (AC 6, HD 1, hp 9, THAC0 18, DMG 1d6+1, Save F2, 
  ML 9) 
  Servants of Plague
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  New Magic Items
  The Gnarled Staff:
  The orc high priest wields a gnarled, cursed quarterstaff 
  that not only is his namesake, but also causes any other 
  wielder to suffer -1 to all attack rolls. In addition, each 
  day the staff is possessed, Phugnararhl invades the 
  possessor's dreams, depriving the possessor of any sort 
  of restful sleep and attempting to beguile his victim until 
  they either go insane or begin serving the Demon God 
  of Plague. Or both. The insanity and nightmares can be 
  averted by destroying the staff or by simply casting it 
  away.
  Filthsword:
  A rusty length of sharpened iron, Infestor grants a +1 
  bonus to attack and damage, and immediately inflicts the 
  Bleeding Fever (see the section on Diseases for details) 
  on a struck target.
  Temple Features
  The Outlying Areas
  Encompassing the areas on the outside of the ruins, the 
  outlying areas are unlikely to have more than minimal 
  resistance from the plague orcs, it being more likely to 
  find  a  handful  of  the  wandering,  bloated  Vomiting 
  Zombie.
  The Moat: 
  The moat is slimy, sludgy, and has a thick layer of 
  waste.  It  is  dried  out  in  great  patches,  making  the 
  formerly useful moat a current deep septic trench. It is 
  clearly stagnant and unclean. The bodies of several other 
  adventurers are sunk beneath (and sometimes float atop) the 
  greenish brown surface of the water. It is highly unsanitary, 
  to say the least, and any adventurer daring to brave its 
  murky depths is likely to find themselves seriously ill. 
  The Gibbet:
  Positioned near the Iron Door, the Gibbet is as likely as not 
  to contain a skeletal corpse, or possibly a newer corpse if 
  one of the plague orcs' leaders can think of a reason to use 
  it. The wood is old and splintery, and the metal is rusted to 
  near uselessness.
  The Iron Door:
  An enormous, difficult to open iron door in the entrance to 
  the fortress. Like all the other metals near the temple, it is 
  rusted and pitted. Unlike most other metals in the area, it is 
  extremely strong and difficult to open. The plague orcs are 
  as likely as not to have closed it. If it is closed, it is likely 
  that  the  fortress  will  be  difficult  to  enter,  with  the 
  adventurers likely having to scale a wall, find a section of 
  wall that is weak enough, or scale the walls in whatever 
  way they please.
  The Barbican: 
  While the walls connecting to the Iron Door are strong, the 
  inner walls are crumbling and unstable. The barbican will 
  not likely collapse, but it certainly wouldn't withstand a 
  catapult stone. There is a low chance (10%) that 1d4 plague 
  orcs are near or inside the barbican, likely wandering or 
  trying to catch some sleep away from their superiors.
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  The Courtyard Areas
  The  inner  walls  are  covered  in  moss  and  various 
  crumbling stones lay in mute testament to the long-
  forgotten seige that lowered the walls of the old castle. 
  The tumbled stones litter the ground and can provide a 
  mild form of cover.
  Courtyard:
  The courtyard proper is where plague orcs tend to mill 
  about. It is also where the plague orc Sergeant can be 
  found with three plague orcs. They are likely to see the 
  adventurers if they meander about in the courtyard for 
  too long. In some of the corners, giant spiders hide. 
  They will attack if any gets too close, plague orc or 
  adventurer, both.
  Ramparts:
  Providing access to the towers is the ramparts, which 
  are occasionally patrolled by orcs. Tower access is not 
  possible without being on the ramparts. Some of the 
  stairs  are  crumbled,  possibly  blocking  some  of  the 
  towers  off  from  easy  access.  The  ramparts  are  the 
  source  of  the  stones  littering  the  ground  in  the 
  courtyard, so walking is perilous at the best of times. 
  After a recent rain, falling is more likely than not.
  The Armory:
  Merely covered  by a lean-to on one of the fortress 
  walls, the armory has by now been rendered almost 
  useless. The wood has long since rotted away, and most 
  of the metal is rusted to near uselessness. The exception 
  is a +1 shield that lays inside a mostly decayed chest, 
  hidden beneath a moth-eaten and wormy blanket. There 
  are two orcs here, standing (rather lazy) guard over what 
  few weapons remain.
  The Barracks:
  The fortresses' barracks have been cleaned away, so to 
  speak; the bunks have long since been broken down into 
  firewood, and the cushions are laid on the ground, filthy 
  and full of bugs. The only thing surviving, in the most part, 
  is  a  torn  and  unsavory-looking  canvas  covering  the 
  mattresses  and  providing  a  little  protection  from  the 
  elements to the orcs. The mattresses themselves are likely 
  to carry a smallish amount of money, likely 1-10 silver 
  pieces. The plague orcs tend to sleep here, and half will be 
  awake  and  gambling,  arguing,  or  eating  underneath  the 
  canvas lean-to. The other half will be sound asleep. If the 
  alarm is sounded, 1d4 awake plague orcs will arrive to the 
  location of the alarm in a couple of turns, if any plague 
  orcs are left. 
  Each barracks location will contain 1d6 plague orcs, divided 
  roughly between awake and asleep. 
  Stables
   
   : 
  Plague Orcs don't have horses, but the stables are currently 
  used as living quarters for the more powerful orcs. In a 
  practical sense, there is more loot and treasure to be found 
  in the stables than in the barracks, due to the increased 
  space and privacy available. 
  There are four orcs here, better armed and armored than the 
  rest. (AC 5 instead of 7)
  The Central Keep Areas
  The  central  keep  is  a  square  tower  topped  with 
  crenellations. The portcullis is rusted open, and faces away 
  from the main entrance (i.e. the gatehouse), so the players 
  must circle the courtyard to gain entrance. Alternately, the 
  players could locate the trapdoor on the lower level of the 
  tower to gain access through the dungeons.
  The Altar to Phugnararhl, Demon God of Plague:
  The altar resides on the third floor of the central keep. A 
  crudely  carved,  leering  demonic  statue  made  of  a  odd 
  greenish stone that seems to fill the room. All light sources 
  seem to cast a sickeningly greenish tinge over everything. 
  The  eyes  are  made  of  great  red  gems  set  into  the 
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  eyesockets, and it is holding a bowl made of solid gold, 
  filled to the spilling point with dried blood. The floor 
  near the altar is splattered with blood. Careful observers 
  will note that the stone is not naturally green, but is 
  instead covered in a thin, shimmering slime, and that the 
  statue is not crudely carved, but actually another god's 
  idol chipped and hammered into the shape of the demon 
  god. The identity of the old idol is all but impossible to 
  discern,  even  with  magic-  the  altar  belongs  to 
  Phugnararhl entirely now.
  There is one orc at the altar, a level one magic user. He 
  is armed with a dagger and a  magic missile spell. In 
  addition,  Gnarlstaff may be found here (50% chance) 
  with his three orc acolytes.
  Making a sacrifice to Phugnararhl is a  highly Chaotic 
  act. If a sacrifice is made, roll 1d6. On a roll of 1-3, the 
  character's Constitution is raised by two points, and their 
  Charisma is lowered by two permanently. On a roll of 
  4-6,  the  character  contracts  the  Bleeding  Fever 
  automatically  and  loses  one  point  of  Wisdom 
  permanently.  A  character  can  make  a  sacrifice  only 
  once. 
  Typical sacrifices include blood, humans, or a body part 
  of the character.
  Eating Hall:
  Formerly the fortress commander's peronal eating and 
  diplomatic area, it has been transformed into a trash-
  heap. All manners of filth and garbage are piled in the 
  corners, in the middle of the room, and elsewhere. This 
  is where the plague orcs' hoard can be found, if the 
  players are willing to look through garbage to find it. 
  It contains 1d6 plague orcs, who are either adding to the 
  filth, or searching through it.
  Kitchen: 
  The  kitchen  still  sees  use,  though  mostly  as  a 
  slaughterhouse.  There  are  several  bone-piles,  with  an 
  assortment of grisly messes on the counters and on the 
  ground.  The  bones  are  a  mix  of  man  and  beast, 
  indiscriminately  stacked.  The  floor  is  covered  in  dried 
  blood, as are the counters and much of the walls. This 
  room contains 1d4 plague orcs, who are likely butchering 
  meat or guzzling something unsavory.
  The Wine Cellar:
  Mostly empty now, as the wine is drank dry. The empty, 
  rotting barrels remain smashed on the dank floor. There is a 
  trap door leading to one end of the Lower Levels here. It is 
  obscured by a pile of broken wine barrels and a heavy layer 
  of dust- this side is not often used.
  Planning Room: 
  At  the  top  of  the  tower  is  the  commander's  personal 
  planning  room,  now  taken  over  by  Rot-Spawn  and  his 
  retinue of two orcs, who are present in the room at almost 
  all times. The planning room still contains the table and the 
  maps  within-  the  maps  are  currently  blood  and  vomit 
  stained, but useable. The orcs have been using the maps to 
  plan  raids  on  the  surrounding  countryside,  and  various 
  markings are made on the maps, marking future and past 
  targets. In addition, there's a skull on a pole crudely drawn 
  on top of a hill. There is a locked treasure chest containing 
  2d6x5 gold pieces, as well as 1d10x10 silver.
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  The Towers
  The towers themselves are crumbling things, unstable 
  and moss-covered. Near the areas where the Plague Orcs 
  frequent, there are disgusting streaks crashing down the 
  sides of the towers, from their bodily fluids. It is not 
  uncommon to have piles of dead bodies near the bases 
  of the towers,  nor is it uncommon  to  spot  zombies 
  devouring the freshly dead.
  Collapsed Tower: 
  The tower has long since been collapsed in on itself, 
  like  many  of the ramparts  and  walls.  The collapsed 
  tower is a jumble of rock and stone,  and is nearly 
  useless to adventurers except as an explanation of why a 
  four-sided fortress has three towers. In past days it used 
  to be another guard tower.
  Guard Tower: 
  The outer tower is a strongpoint; or at least, it was. It 
  has  multiple  arrow  slits  large  enough  for  orcish 
  crossbows, and they are in semi-frequent use. If the 
  adventurers aren't careful, the orcs could spot them from 
  a distance and raise the alarm. 
  Prison Tower:
  Converted from a prison tower to a torture chamber, the 
  Plague Orcs take any particularly important prisoners 
  here  to  torture  them,  possibly  as  a  preclude  to 
  sacrificing them to their demon god. If the subject of 
  torture or torture chambers is offensive to you and your 
  group, feel free to exclude this tower; it could be empty, 
  unacessible, partially or entirely collapsed, or simply be 
  another guard tower, similar to the Outer Tower. 
  The  prison  tower  also  allows  access  to  the  Lower 
  Levels, via trap door leading to the passageway to the 
  Guard Shack and the Cells.
  Gnarlstaff's Tower:
  The tower belonging to the orcs' cult leader, Gnarlstaff. The 
  tower is relatively unguarded, and the stairs are entirely 
  working. At the top of the tower is a fairly mundane space, 
  with a variety of arcane-looking instruments, such as musty 
  tomes, candles of strange substances, alchemical powders, 
  and so forth. There is a wand of Inflict Light Wounds, with 
  four charges left. It resembles a talon carved of wood, as an 
  eagle's claw or similar. 
  In addition, there are several (1d4) potions on a workbench, 
  in unmarked vials. Their contents are up to the DM, but 
  Human  Control,  Fire  Resistance,  and  Invisibility  are 
  thematic in this case.
  Gnarlstaff is 50% likely to be here with his three acolytes 
  or at the Altar on the bottom floor of the central keep.
  The Lower Levels
  The lower levels are universally dark, the only light being 
  from the torches the Lower Level's guards carry with them. 
  In the corners grow spiders and the floor is crusted over 
  with  blood  and  bodily  fluids.  The  Lower  Levels  is 
  connected to the Prison Tower, and ends in another trap 
  door in the Wine Cellar.
  Wasting Zombies and Vomiting Zombies are likely to be 
  wandering around in the underground Lower Levels.
  Cells:
  The Cages are a row of medium-sized cells, each capable 
  of holding at least 20 people. One of the cell doors is open. 
  Inside each cell is likely nothing more than the mouldering 
  bones of the long-dead, although it is not impossible that a 
  living human may be trapped inside, from a recent food 
  raid on Helmsford.
  Guard Shack:
  Gnarlstaff has converted the old guard room into a room 
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  for sacrifices and for the extraction of body parts from 
  the captured. 
  Inside the room is a silver  ritual knife, a razor-sharp 
  blade  that  deals  +1  damage.  In  addition,  there  is  a 
  goodly supply of saws, hammers, hatchets, and mallots. 
  There is a fireplace, though it remains unused almost 
  constantly. 
  Individual Cell Block:
  This section of the dungeons contains the cell blocks for 
  those nearing their death, due to be executed on the 
  morrow. Inside the cells are nothing more than corpses.
  One of the men inside a locked cell is actually a Wight- 
  though  he  has  long  since  been  dead,  he  has  been 
  animated by his burning hatred for having been wrongly 
  imprisoned a hundred years ago and being left in this 
  cell while the castle crumbled. If the party talks to him, 
  he will give his name as Jechon, and promises the party 
  great hidden treasure. He is lying.
  New Monsters
  Plague Orcs
  No. Enc: 1d6 
  Alignment: Chaotic 
  Movement: 120' 
  Armor Class: 7 
  Hit Dice: 1 
  Attacks: 2 (claw/claw) or as weapon 
  Damage: 1d4 or weapon 
  Save: C1 
  Morale: 9 
  Hoard Class: XIX 
  Plague orcs  are likely to carry battleaxes, spears, or 
  crossbows, if anything. The more decayed orcs tend to 
  use their decayed hands like claws, scratching at flesh and 
  armor with their bony fingers. It is not uncommon for 
  plague orcs to vomit instead of use attack. Their vomit is a 
  quick  way  to  infect  others  with  the  disgusting  and 
  debilitating  Vomit  Plague. Orcs  that  are  exceptionally 
  "blessed" by their demonic patron wear no armor, but still 
  have an armor class of 7, due to their exceptionally tough 
  skin. The orcs that have relatively un-decayed bodies tend 
  to wear studded leather armor and have the same armor 
  class.  Regardless  of  the  state of  decay,  the  orc  carries 
  almost no personal wealth. All of the orcs' wealth except 
  for their gear is collected in their two hoards. 
  Gibberling
  No. Enc: 1d4
  Alignment: Neutral
  Movement: 90'
  Armor Class: 6
  Hit Dice: 1-1
  Attacks: 1
  Damage: 1d4-1, and random disease (most likely  Plague 
  Pox, but possibly also Rotjaw)
  Save: F1
  Morale: 8
  Hoard Class: N/A
  Gibberlings are short, squat humanoids with dull grey skin. 
  They are roughly the size of halflings but much rounder, 
  and have short, stubby claws on the ends of disjointed arms 
  that drag along the ground. They aren't particularly strong 
  or fast, but they spread diseases like wildfire. They prefer 
  ambushes, hiding in piles of trash or around corners.
  They are of only animalistic intelligence, and are unlikely 
  to  pursue  unless  the  characters  are  carrying  food  or 
  otherwise can provide some benefit to the Gibberlings.
  Vomiting Zombie
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  No. Enc: 1d4
  Alignment: Chaotic
  Movement: 60'
  Hit Dice: 1
  Armor Class: 8
  Attacks: 1 (claw or vomit)
  Damage: 1d6 or disease (Vomit Plague)
  Save: F1
  Morale: N/A
  Hoard Class: N/A
  Those that die of Vomit Plague rise again as corpulent 
  corpses, thick with infected bile and bodily fluids. They 
  are not truly dead; their corpse is inhabited by the spirit 
  of a raging demon, who strikes as best he can with the 
  slow,  bulging,  clumsy  body.  At  any  given  time,  a 
  Vomiting  Zombie  is  as  likely  to  vomit  as  attack, 
  covering those in an arc in front of him with a vile-
  smelling  pus  and  causing  those  affected  to  save  vs 
  disease or immediately  contract  Vomit  Plague.  Upon 
  being slain, the infected liquid will gush forth from all 
  of their orifices, again causing those nearby to save or 
  become infected.
  Wasting Zombie
  No. Enc: 1d4
  Alignment: Chaotic
  Movement: 90'
  Hit Dice: 1
  Armor Class: 5
  Attacks: 1
  Damage: 1d4+1
  Save: F1
  Morale: N/A
  Hoard Class: N/A 
  Skinnier and more agile than the corpulent corpses of 
  the Vomiting Zombie, the Wasting Zombie is aggressive 
  and  feral,  often  ambushing  potential  prey  like a  ghoul. 
  Wasting Zombies have a high chance to cause the Wasting 
  Shakes- after an encounter, all players that came in contact 
  with the Wasting Zombie must save vs. disease or contract 
  the Wasting Shakes.
  New Diseases
  (Note: The diseases presented herein use the disease rules 
  from Mutant Future, a free game by Goblinoid Games, 
  publisher of Labyrinth Lord)
  At the risk of sounding obvious, it is easy to catch a 
  sickness while exploring the Temple of the Plague Orcs. 
  Most of the metals are rusted, a great many surfaces are 
  covered in a thin, slick slime, and the orcs tend to vomit 
  and defecate without considering where or why. It's 
  possible to go overboard on requiring your players to save 
  against Poison every time they open a door, but it's best to 
  save the rolls for when:
  -Bit, clawed, or scratched by a monster
  -Drinking the local water
  -Eating something the players found
  -Consuming one of Gnarlstaff's potions
  Rotjaw
  So called because it affects the glands underneath the jaw 
  of  its  victim,  jaw  rot  is  generally  caused  by  ingesting 
  unsavory  elements, such as  any  sort of liquid near the 
  Plague Orcs' habitation. 
  Save Modifier: -1 
  Infected Duration: 1 week 
  Affected Stats: -1 CON, -1 DEX 
  Damage per day: 1d4-1 
  Symptoms:  Aching jaw, muscle weakness, fatigue, slowed 
  reaction time, weakened immune system 
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  Bleeding Fever
  One of the more hideous diseases that can be attained 
  from close contact with the Plague Orcs, the Bleeding 
  Fever is a disease that causes high temperatures and 
  blood loss from the tear duct in the eyes. If the disease 
  continues  for long  enough,  the eyes  become bloody, 
  useless orbs. It is, luckily, rare and somewhat difficult to 
  catch, as it spreads only by contact with the body fluid 
  of the infected. 
  Save Modifier: +2 
  Infected Duration: 5 days 
  Affected Stats: -1 WIS, -1 INT, -1 CON 
  Damage per day: 1d6 
  Symptoms:  Bleeding  eyes,  high  fever,  blood  loss, 
  eventual blindness 
  Vomit Plague
  Causes  massive,  uncontrollable  vomiting  resulting, 
  eventually, in regurgitation of blood. Infection is from 
  contact with the body fluid of the infected, although it 
  lasts only a short time outside of the body. The disease 
  typically  lasts  only  a  few  days,  although  recovery 
  without outside help is unlikely. 
  Save Modifier: 0 
  Infected Duration: 2 days 
  Affected Stats: -2 STR, -1 DEX 
  Symptoms:  Severe  stomach  cramps,  dehydration,beat 
  muscle spasms, uncontrollable regurgitation resulting in 
  eventual blood loss 
  Pus Pox
  A disgusting rash resulting in pustulent sores across the 
  body. It is the most common disease suffered by the 
  Plague Orcs, as most of them were unhygenic before 
  their conversion to a disease demon, and their hygeine 
  has  only  worsened.  Contraction  is  almost  certain,  as 
  most of the surfaces inside the abandoned fortress have 
  recently come into contact with the infected pus on most of 
  the orcs. 
  Save Modifier: -2 
  Infected Duration: 8 days 
  Affected Stats: -2 CHA, -1 CON 
  Symptoms: Rash resulting in pus-filled, fragile sores that 
  quickly spread across the body, weakened immune system
  Wasting Shakes
  A  relatively  uncommon  disease,  the  Wasting  Shakes  is 
  similar to pneumonia with a high fever. It can be caught by 
  being near the infected, which can be nearly anybody in the 
  Temple.
  Save Modifier: +1
  Infected Duration: 1 month
  Affected Stats: -1 Strength, -1 Con, -1 Dex
  Symptoms:  Uncontrollable  shivering,  general  weakness, 
  cough, running nose, sore muscles.
  DM's Tips
  Since  Servants  to  Plague contains  mostly  humanoid 
  monsters,  here  are  a  couple  suggestions  to  make  the 
  encounters more interesting.
  Where a Plague Orc would normally be called for, instead 
  substitute an encounter with large vermin such as Giant 
  Rats or Giant  Centipedes.  The plague orcs  rarely clean 
  house, so vermin is fairly common.
  Vary the plague orcs' armament and tactics. Some orcs 
  should be armed with ranged weapons and some with melee 
  weapons. Some should cravenly run and take pot shots on 
  the adventurers instead of fighting, and some should raise 
  the alarm and call more orcs. They are a motley band and 
  have whatever arms and armor they can scavenge from 
  others, and whatever can fit on their increasingly corpulent 
  and disgusting forms.
  Servants of Plague
  10/16
  
  Utilize the Vomiting Zombie and the Wasting Zombie 
  as wandering monsters. Encounters with these beings 
  will give you the opportunity to introduce your players 
  to a variety of hideous diseases.
  Remember  that  the  fortress  is  fairly  open.  It  was 
  designed as a military base, so its defensibility was a 
  key factor. The walls and towers are only accessible by 
  climbing the steep and uneven stairs to the walls, which 
  are crenellated on both sides to provide more cover to 
  the defenders. It is unlikely that the adventurers will be 
  able to take on one room after another in a vacuum; the 
  other orcs are likely to hear and come see what the 
  commotion is about fairly quickly. The adventurers will 
  likely find themselves dead if they're not careful.
  Don't forget diseases! If your players escape the Temple 
  without a single case of Bleeding Fever, Pus Pox,  or 
  Vomit Plague, then you're missing out on one of the 
  most important reasons why the Duke wants the Plague 
  Orcs slain. Make your players be careful, and make 
  them sweat a little. The Temple is a disgusting and 
  disease-ridden place, and don't let them forget it!
  Continuing On:  
  If you or your players particularly enjoyed the Temple 
  of the Plague Orcs, you can continue the adventure in 
  the current site for a bit longer. 
  There could be a second level of the dungeon, growing 
  more and more demonic the further the players descend 
  into the maw of the plague god's realm. Maybe the 
  dungeon is full of Gibberlings that eventually give way 
  to their bigger brothers, the Shrieking Beasts, and the 
  Filth-Dogs. The second dungeon level could be guarded 
  by an enormous manifestation of the plague god itself, 
  with the stats of an ogre and the spellcasting ability of a 3
  rd 
  level cleric!
  Gnarlstaff's tower could have a magical portal engraved 
  into one of the walls that leads to another place, perhaps a 
  hideous swamp land where the plague orcs originated. The 
  adventurers  could  find  that  more  plague  orcs  are  in 
  preparation to reinforce the site the adventurers just cleaned 
  out. Or maybe the adventurers encounter the leader of the 
  plague orcs, back from a successful raid- a band of ogres 
  riding with a host of their plague orc minions, carrying with 
  them enslaved humans thrown in sacks like potatoes.
  Perhaps  the  heroes  are  too  late,  and  the  town  is  still 
  doomed! From the ashes of the town, survivors battle the 
  newly-risen corpses of their friends, valiantly trying to fight 
  them and reclaim their town. The characters can arrive just 
  as the townspeople's resolve is wavering.
  Wandering Monsters
  Roll  1d6  whenever  the  players  stop  to  rest  inside  the 
  Temple, whenever they dilly-dally, or when they plan on 
  leaving. Basically, any time that the players stop advancing 
  forwards and you feel that the characters could stumble 
  upon somebody interesting.
  D12 Result
  Wandering Monster
  1
  Giant Spider
  2-3
  Gibberling
  4-7
  1d4 Plague Orcs
  8-9
  Vomiting Zombie
  10-11
  Wasting Zombie
  12
  Giant Rat
  Servants of Plague
  11/16
  
  About the Author
  Hobby gamer, Dungeon Master, beer advocate, and 
  occasional amateur game designer. Your author has 
  things to say, occasionally. 
  You  can  find  more  work  from  this  author  at 
  http://lawfulindifferent.blogspot.com. Feel free to direct 
  criticism, scorn, derison, and ridicule to there, or if you 
  feel that such measures aren't quite direct enough, feel 
  free to email him at lawfulindifferent@gmail.com where 
  he will receive the email and hang his head in utter 
  shame.
  Map Index
  On the following pages are the maps of the areas. They are 
  not on a graph, instead representing rough areas. If for 
  some reason the exact width of the tunnels must be known, 
  imagination is a must.
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SOURCE: textdata/thevault/Labyrinth Lord (osr)/Adventures & Settings/LL - V2 Servants of Plague.pdf