Danielqueue1
2019-03-19, 11:37 AM
I've been working on a plot device for a campaign I'm brewing and would like some feedback and suggestions.
basic concept. campaign starts BBEG is established, looks like a normal run of the mill campaign. slowly this entity/disease/force/poison/plague spreads across the land and in the end is more dangerous than the starting BBEG ever could be. The plague starts out in a few secluded locations but starts to spread up and down rivers into lakes, and at the final stages of the campaign the rain itself.
the "plague," for lack of a better term, infests water permanently making those sources dangerous.
A creature that enters infested waters or starts its turn there takes 1d6 necrotic damage. each round that creature remains in the water the necrotic damage increases by 1d6. If a creature takes (number) or more necrotic damage from infested waters in a single round they must make a Constitution Saving Throw (still trying to balance the DC) or become infected.
a puddle isn't enough to hurt someone, but diving into an infested lake or fording an infested river will be a risk.
the "plague"
The effects of being infected or increasing stages only manifests after the infected creature takes a long rest. If multiple affects would cause a creature to increase a stage between long rests, the creature only progresses a single stage when a long rest is taken.
Stage 1: the affects at this stage are hardly noticeable leading most people in this stage to not even know they are sick, also leading some healers to believe that their charges have been cured. A DC 20 Wisdom (medicine) check (active only), or magical disease detection, is required to detect the disease and a DC 25 Int (medicine) check to identify it.
A creature who is critically hit or takes damage as a result of rolling a natural 1 on a saving throw has their maximum HP reduced by the ammount of damage taken.
stage 2: could really use some Ideas for this one. everything I've come up with doesn't seem to fit. (DC 15 detect DC 20 identify)
stage 3: creatures in this stage are visibly ill (DC 10 detect, passive okay), a feeling of futility pervades most that reach this stage. Infected creatures have discoloration in their skin resembling swirling blood stains that cannot be washed away.
A creature who is knocked unconscious due to dropping to 0 HP does not stabilize. successful death saving throws only delay the inevitable. Healer's kits only remove 1 death saving throw failure, only healing can save the creature. In addition, the corpse of an infected creature decays unnaturally quickly. The ammount of time that an infected creature can be affected by magic to bring it back to life is reduced by half not to exceed 24 hours. (True Ressurection doesn't require a body so it is unafected) a creature who interacts with the corpse while it decays must make a DC (number) constitution saving throw or become infected. if already infected the infection progresses 1 stage at next long rest.
end stage: creatures in this stage never heal from even the slightest cut and quickly become covered in scrapes, sores and infected wounds. even those who know little of disease instinctively avoid those who reach this point. (no check needed to detect or identify unless someone intentionally conceals their infection)
A creature who reaches this stage no longer takes damage from infested water and can pass through it freely. 1 minute of uninterupted contact with uninfested water corrupts it and it may become permanently infested. Any damage taken reduces your maximum HP by the same ammount. If that creature's maximum hitpoints are reduced to 0 in this way, the creature immediately explodes. all creatures within 15 feet of the explosion must make a DC (number) Constitution Saving throw or become infected. If an affected creature is already infected the infection progresses 1 stage at next long rest.
A creature who has observed a living creature through stage 1-3 has the DC to identify infection reduced by 5.
Treating the "Plague"
The plague is not actually a disease, creatures immune to disease instead have advantage on the saving throws against initial infection but no benefit on the saving throws against it progressing.
Spells, class features, potions, and magic items that cure disease such as a paladin's lay on hands or the Lesser restoration spell reduce the stage by 1.
greater restoration returns a creature to stage 1 orrestores the creature's maximum HP. if a creature is already at stage 1 and their maximum HP has not been reduced, the creature is cured.
there are alchemical means of curing the disease and purifying water, but as the "Plague" spreads they become more and more coveted. Ingredients farmed to scarcity, and nobles hoarding vials for themselves. (buying a cure gets more expensive as the campaign goes on)
purify food and drink works as normal as a preventative measure for containers, but flowing water will re-infect itself in seconds.
so I am looking for help with
a name for this thing
good numbers for the DCs
something to do for Stage 2
major concerns or exploits.
ideas for implementation that you think would be neat.
side note fish in infected rivers take no damage from the "Plague" but carry it to any who eat them.
basic concept. campaign starts BBEG is established, looks like a normal run of the mill campaign. slowly this entity/disease/force/poison/plague spreads across the land and in the end is more dangerous than the starting BBEG ever could be. The plague starts out in a few secluded locations but starts to spread up and down rivers into lakes, and at the final stages of the campaign the rain itself.
the "plague," for lack of a better term, infests water permanently making those sources dangerous.
A creature that enters infested waters or starts its turn there takes 1d6 necrotic damage. each round that creature remains in the water the necrotic damage increases by 1d6. If a creature takes (number) or more necrotic damage from infested waters in a single round they must make a Constitution Saving Throw (still trying to balance the DC) or become infected.
a puddle isn't enough to hurt someone, but diving into an infested lake or fording an infested river will be a risk.
the "plague"
The effects of being infected or increasing stages only manifests after the infected creature takes a long rest. If multiple affects would cause a creature to increase a stage between long rests, the creature only progresses a single stage when a long rest is taken.
Stage 1: the affects at this stage are hardly noticeable leading most people in this stage to not even know they are sick, also leading some healers to believe that their charges have been cured. A DC 20 Wisdom (medicine) check (active only), or magical disease detection, is required to detect the disease and a DC 25 Int (medicine) check to identify it.
A creature who is critically hit or takes damage as a result of rolling a natural 1 on a saving throw has their maximum HP reduced by the ammount of damage taken.
stage 2: could really use some Ideas for this one. everything I've come up with doesn't seem to fit. (DC 15 detect DC 20 identify)
stage 3: creatures in this stage are visibly ill (DC 10 detect, passive okay), a feeling of futility pervades most that reach this stage. Infected creatures have discoloration in their skin resembling swirling blood stains that cannot be washed away.
A creature who is knocked unconscious due to dropping to 0 HP does not stabilize. successful death saving throws only delay the inevitable. Healer's kits only remove 1 death saving throw failure, only healing can save the creature. In addition, the corpse of an infected creature decays unnaturally quickly. The ammount of time that an infected creature can be affected by magic to bring it back to life is reduced by half not to exceed 24 hours. (True Ressurection doesn't require a body so it is unafected) a creature who interacts with the corpse while it decays must make a DC (number) constitution saving throw or become infected. if already infected the infection progresses 1 stage at next long rest.
end stage: creatures in this stage never heal from even the slightest cut and quickly become covered in scrapes, sores and infected wounds. even those who know little of disease instinctively avoid those who reach this point. (no check needed to detect or identify unless someone intentionally conceals their infection)
A creature who reaches this stage no longer takes damage from infested water and can pass through it freely. 1 minute of uninterupted contact with uninfested water corrupts it and it may become permanently infested. Any damage taken reduces your maximum HP by the same ammount. If that creature's maximum hitpoints are reduced to 0 in this way, the creature immediately explodes. all creatures within 15 feet of the explosion must make a DC (number) Constitution Saving throw or become infected. If an affected creature is already infected the infection progresses 1 stage at next long rest.
A creature who has observed a living creature through stage 1-3 has the DC to identify infection reduced by 5.
Treating the "Plague"
The plague is not actually a disease, creatures immune to disease instead have advantage on the saving throws against initial infection but no benefit on the saving throws against it progressing.
Spells, class features, potions, and magic items that cure disease such as a paladin's lay on hands or the Lesser restoration spell reduce the stage by 1.
greater restoration returns a creature to stage 1 orrestores the creature's maximum HP. if a creature is already at stage 1 and their maximum HP has not been reduced, the creature is cured.
there are alchemical means of curing the disease and purifying water, but as the "Plague" spreads they become more and more coveted. Ingredients farmed to scarcity, and nobles hoarding vials for themselves. (buying a cure gets more expensive as the campaign goes on)
purify food and drink works as normal as a preventative measure for containers, but flowing water will re-infect itself in seconds.
so I am looking for help with
a name for this thing
good numbers for the DCs
something to do for Stage 2
major concerns or exploits.
ideas for implementation that you think would be neat.
side note fish in infected rivers take no damage from the "Plague" but carry it to any who eat them.