In the most general sense, an infirmary is a place for the sick, but a dungeon infirmary bears little resemblance to a modern hospital.
Creatures without a society, or whose existence in the dungeon is mostly solitary, may simply crawl into a crevice or little-used corridor to sicken and die.* To social monsters (or, if not social per se, then those who tend to horde together in some numbers) sickness presents a different challenge. Those intelligent enough to understand the dangers of infectious disease kill or isolate the victims. Such infirmaries are more oubliette than hospital ward.
Adventuring parties stumbling across dungeon areas that appear significantly less traveled than neighboring areas—particularly sub-levels distinguished by bricked-up portals and unburied bodies—should exercise caution.
- Fungal infection†
- The Rots†
- Bubbling boils†
- It itches!†
- More of them grow than the normal/original number†
- Insect bites transmit it, then bleeding fissures—ouch†
* The carcass remains infectious for 1d6 weeks after death.
† Symptoms manifest in 1d6 hours; death occurs in 1d6 days.
(This is for the A-Z Blogger Challenge.)