Said to be caught from exposure to ancient, forbidden places deep in the most secret of forest groves, the Treant’s Rot is actually less of a rotting and more of a petrification. Those infected often do not notice the unfortunate situation they have found themselves in for some days or weeks, assuming the small flecks of stony skin appearing on their exposed limb are mere dirt specs.
In truth, they are bits of skin flaking off, making way for more wholesale petrification of the extremity. In time, from the outside in, both flesh and bone will succumb to such a transformation before eventually snapping off painlessly and permanently. It is unknown why, but the disease rarely spreads beyond the single, originally infected limb, perhaps assuming that the victim has learned its lesson. Even if treated, survivors are left with the scars to prove their trauma- petrified flesh rarely grows back quite the same, even if the function of the extremity is retained.
Treant’s Rot is a curse that may take hold of trespassers in certain sacred groves and similar sites. One so exposed to the curse must succeed in a DC 12 Willpower save or the curse takes hold. The Rot only impacts one limb in a given exposure.
Petrification is gradual. Each week, a DC 10 Constitution save to measure its progress must be made. On success, the limb does not progress its petrification.
On failure, the process advances. After 1 failure, all tasks requiring the use of the limb must be done with Disadvantage. After 2 weeks, it essentially ceases functioning – arms cannot be used to carry things, and a leg is uncomfortable and stiff, halving Movement Speed.
After 3 weeks, the limb snaps off. The curse can be broken through ordinary means of breaking curses. If so broken, a lost limb will slowly (and painfully) regrow within 3 weeks.